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refactor: world generation (#17)
* refactor: use TBB for concurrent hash maps and parallelize chunk processing * fix: tbb link fail * refactor(chunk): remove biome check for caves in rivers and oceans * refactor(random): replace std distributions with custom implementations Avoid overhead and platform-dependent behavior of `<random>` distributions by using direct engine operations and integer arithmetic. This ensures deterministic, cross-platform results and improves performance. * refactor(generation): use chunk seed for cave and river paths - Use per-chunk seed instead of global path_id for cave and river generation. - Remove unused m_sum variables and m_path_id members. - Clamp river yaw within 10 degrees of initial direction. - Fix river radius interpolation (use t instead of 1-t). - Lower sea level from 64 to 63.
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@@ -6,10 +6,9 @@
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#include <algorithm>
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namespace Cubed {
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CavePath::CavePath(unsigned int world_seed, int path_id,
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CavePath::CavePath(unsigned int chunk_seed, unsigned world_seed,
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const glm::vec3& start_pos) {
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m_path_id = path_id;
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m_seed = HASH::combine_32(world_seed, path_id);
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m_seed = HASH::combine_32(chunk_seed, world_seed);
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m_random.init(m_seed);
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m_yaw = m_random.random_float(0.0f, 360.0f);
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m_pitch = m_random.random_float(-10.0f, 10.0f);
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@@ -75,7 +74,8 @@ void CavePath::precompute_chunk_coverage() {
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for (int cx = min_cx; cx <= max_cx; ++cx)
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for (int cz = min_cz; cz <= max_cz; ++cz)
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m_pending_chunks.insert({cx, cz});
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m_pending_chunks.insert(
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std::make_pair(ChunkPos{cx, cz}, false));
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}
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}
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