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https://github.com/zhenyan121/Cubed.git
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refactor: chunk load (#21)
* feat(renderer): add fog effect based on render distance * refactor(gameplay): remove dead code and simplify chunk neighbor context Remove the large commented-out `init_chunks()` function, and eliminate the `affected_neighbor` tracking in `gen_chunks_internal()`. This simplifies the neighbor context building and removes unused vertex data regeneration for affected neighbors. * refactor(gameplay): move chunk generation phases into gen_chunk method Consolidate multiple phase generation calls into a single gen_chunk() method on Chunk, which handles neighbor generation and ensures thread safety. Simplify World::gen_chunks_internal by using gen_chunk() instead of manual phase orchestration. * fix(gameplay): use gen_phase_one to get seed * feat(world): integrate thread pool and async chunk generation * fix(renderer): correct shader uniform name and remove unused uniform * feat(gameplay): add temporary chunk flag to prevent path clearing * fix: add thread safety for cave and river path mutexes * refactor: remove unused uniforms and set cameraPos uniform outside lambda * feat(world): add dynamic thread pool resizing * feat(world): add thread pool size management and UI controls * feat(world): add ChunkLoadStyle enum and rename chunk_pos to get_chunk_pos * feat(player): add configurable fly Y speed * refactor(world): add thread pool start/stop and auto-detect threads Extract thread pool starting and stopping into dedicated methods. Set default pool threads to 0 to enable automatic detection of available cores, and ensure thread pool is properly managed during world rebuild. * fix: include shared_mutex header * fix(gameplay): simplify set_chunk_load_style switch and fix fallthrough bug * fix(world): add missing include for <utility>
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@@ -4,7 +4,7 @@
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namespace Cubed {
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RiverWorm::RiverWorm() {}
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RiverWorm::~RiverWorm() {}
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RiverWorm::RiverHashMap& RiverWorm::paths() { return m_paths; }
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void RiverWorm::init(unsigned world_seed) {
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@@ -46,11 +46,13 @@ void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
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void RiverWorm::cleanup_finished_rivers() {
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std::vector<unsigned> finished_keys;
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for (const auto& pair : m_paths) {
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if (pair.second.is_finished()) {
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finished_keys.push_back(pair.first);
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}
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}
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for (const auto& key : finished_keys) {
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m_paths.erase(key);
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}
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@@ -58,4 +60,6 @@ void RiverWorm::cleanup_finished_rivers() {
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int RiverWorm::river_sum() const { return m_paths.size(); }
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float& RiverWorm::river_probability() { return m_probability; }
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std::shared_mutex& RiverWorm::paths_mutex() { return m_paths_mutex; }
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} // namespace Cubed
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