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feat: ocean (#16)
* feat(gameplay): add Ocean biome with water generation and heightmap adjustments - Introduce Ocean biome enum, builder, and detection logic. - Add ocean water building to all existing biomes and modify heightmap thresholds for low mountainous areas. - Skip cave and river generation in Ocean (and River) biomes; avoid carving water blocks. - Comment out border blending call and update block fill logic. * fix(gameplay): re-enable border blending and protect water in cave gen * refactor(generation): move ocean water build to later phase * feat(block): add is_transitional property and refine border blending * fix(block): set stone block as transitional * fix(world): generate temporary chunks for surface blend neighbor data * fix(gameplay): simplify block fill logic in blend_surface_blocks_borders * refactor(tree): remove debug logging and unused include
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@@ -59,7 +59,12 @@ bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
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}
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return true;
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}
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float deterministic_random(int x, int z, uint64_t seed) {
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uint64_t h = seed;
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h = h * 6364136223846793005ULL + (uint64_t)x;
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h = h * 6364136223846793005ULL + (uint64_t)z;
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return (float)(h >> 40) / (float)(1 << 24);
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}
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} // namespace Math
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} // namespace Cubed
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