zhenyan121 7ecdab08fc refactor: cave and river (#22)
* refactor(chunk): add ChunkInfo and switch to shared_mutex for chunk access

Introduced ChunkInfo struct to expose chunk metadata (position, seed, biome). Replaced std::mutex with std::shared_mutex for chunk map to allow concurrent read access. Added World::get_chunk_info() method. Temporarily disabled cave/river cleanup and debug biome reporting.

* refactor(cave,river,chunk): use ChunkPos as key for paths and track cave existence

* refactor(gameplay): use deterministic origin-based cave and river generation

Compute cave and river paths on-the-fly per chunk from a deterministic origin instead of storing them globally. Remove concurrent hash map storage, shared mutexes, and related cleanup methods. This simplifies concurrency and reduces memory overhead.

* refactor(world): remove unused chunk generation progress tracking
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What's it

A cube game like Minecraft, using C++ and OpenGL.

Build Guide

Prerequisites

  • CMake (>= 3.24)
  • C++ 23 compatible compiler

Step

  1. Clone the repository
    git clone https://github.com/zhenyan121/Cubed.git && cd Cubed
    
  2. Configure with CMake
    mkdir build && cd build
    cmake -G "Ninja" ..
    
  3. Build the project
    ninja
    
Description
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Readme MIT 38 MiB
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C++ 96.8%
C 2.1%
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Python 0.3%
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