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https://github.com/zhenyan121/Cubed.git
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refactor: terrain generation (#9)
* feat: add BlockType * refactor: use fBM for heightmap generation * feat: improve mountain realism * refactor: adjust mountain spawn probability * feat: add biome boundary blending * refactor: remove resolve_biome_adjacency_conflict function * feat: add snowy plain * perf: speed up world generation * refactor: lower overall terrain height
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@@ -19,16 +19,16 @@ void RiverBuilder::build_blocks() {
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for (int z = 0; z < CHUNK_SIZE; z++) {
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int height = static_cast<int>(m_heightmap[x][z]);
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for (int y = 5; y < height - 5; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 3;
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m_blocks[Chunk::index(x, y, z)] = 3;
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}
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for (int y = height - 5; y <= height - 1; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 2;
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m_blocks[Chunk::index(x, y, z)] = 2;
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}
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for (int y = height; y <= height; y++) {
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if (y >= SEA_LEVEL - 1) {
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m_blocks[Chunk::get_index(x, y, z)] = 1;
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m_blocks[Chunk::index(x, y, z)] = 1;
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} else {
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m_blocks[Chunk::get_index(x, y, z)] = 2;
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m_blocks[Chunk::index(x, y, z)] = 2;
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}
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}
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}
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@@ -46,7 +46,7 @@ void RiverBuilder::build_vegetation() {
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continue;
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}
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for (int y = height + 1; y < SEA_LEVEL; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 7;
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m_blocks[Chunk::index(x, y, z)] = 7;
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}
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}
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}
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