Files
Cubed/include/Cubed/constants.hpp
zhenyan121 a54e87dbc6 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
2026-05-23 10:33:52 +08:00

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1.0 KiB
C++

#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include <array>
namespace Cubed {
constexpr int WORLD_SIZE_Y = 256;
constexpr int CHUNK_SIZE = 16;
constexpr int SEA_LEVEL = 64;
constexpr int MAX_BLOCK_NUM = 9;
constexpr int MAX_UI_NUM = 1;
constexpr int MAX_BLOCK_STATUS = 1;
constexpr int MAX_BIOME_SUM = 4;
constexpr int MAX_CHARACTER = 128;
constexpr int PRE_LOAD_DISTANCE = 24;
constexpr int MAX_DISTANCE = 128;
constexpr float DEFAULT_FOV = 70.0f;
constexpr float DEFAULT_MAX_WALK_SPEED = 4.5f;
constexpr float DEFAULT_MAX_RUN_SPEED = 7.0f;
constexpr float DEFAULT_ACCELERATION = 10.0f;
constexpr float DEFAULT_DECELERATION = 15.0f;
constexpr float DEFAULT_G = 22.5f;
static constexpr int SIZE_X = CHUNK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUNK_SIZE;
constexpr ChunkPos CHUNK_DIR[]{{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, 1}, {1, -1}, {-1, -1}};
using HeightMapArray = std::array<std::array<int, CHUNK_SIZE>, CHUNK_SIZE>;
} // namespace Cubed