generation update

This commit is contained in:
lllzebralll 2022-06-28 18:35:15 +03:00
parent c38eeaa57d
commit 0aa891f35f
3 changed files with 38 additions and 19 deletions

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Width:  |  Height:  |  Size: 8.9 KiB

After

Width:  |  Height:  |  Size: 258 KiB

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@ -70,7 +70,7 @@ int initialize_assets(Assets* assets) {
// All in-game definitions (blocks, items, etc..)
void setup_definitions() {
// AIR
// AIR 0
Block* block = new Block(0,0);
block->drawGroup = 1;
block->lightPassing = true;
@ -79,48 +79,48 @@ void setup_definitions() {
block->selectable = false;
Block::blocks[block->id] = block;
// STONE
// DIRT 1
block = new Block(1,2);
Block::blocks[block->id] = block;
// GRASS
// GRASS 2
block = new Block(2,4);
block->textureFaces[2] = 2;
block->textureFaces[3] = 1;
Block::blocks[block->id] = block;
// LAMP
// LAMP 3
block = new Block(3,3);
block->emission[0] = 15;
block->emission[1] = 14;
block->emission[2] = 13;
Block::blocks[block->id] = block;
// GLASS
// GLASS 4
block = new Block(4,5);
block->drawGroup = 2;
block->lightPassing = true;
Block::blocks[block->id] = block;
// PLANKS
// PLANKS 5
block = new Block(5,6);
Block::blocks[block->id] = block;
// WOOD
// WOOD 6
block = new Block(6,7);
block->textureFaces[2] = 8;
block->textureFaces[3] = 8;
Block::blocks[block->id] = block;
// LEAVES
// LEAVES 7
block = new Block(7,9);
Block::blocks[block->id] = block;
// ACTUAL STONE
// STONE 8
block = new Block(8,10);
Block::blocks[block->id] = block;
// WATER
// WATER 9
block = new Block(9,11);
block->drawGroup = 4;
block->lightPassing = true;
@ -128,6 +128,15 @@ void setup_definitions() {
block->obstacle = false;
block->selectable = false;
Block::blocks[block->id] = block;
// SEND 10
block = new Block(10,12);
Block::blocks[block->id] = block;
// BEDROCK 11
block = new Block(11,13);
block->selectable = false;
Block::blocks[block->id] = block;
}
#endif // DECLARATIONS_H

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@ -34,7 +34,8 @@ float calc_height(fnl_state *noise, int real_x, int real_z){
height += fnlGetNoise3D(noise, real_x*0.05f*s*32,real_z*0.05f*s*32, 0.0f)*0.25f;
height += fnlGetNoise3D(noise, real_x*0.1f*s*32,real_z*0.1f*s*32, 0.0f)*0.225f;
height += fnlGetNoise3D(noise, real_x*0.2f*s*32,real_z*0.2f*s*32, 0.0f)*0.125f;
height += fnlGetNoise3D(noise, real_x*0.4f*s*32,real_z*0.4f*s*32, 0.0f)*0.125f*0.5F;
height += fnlGetNoise3D(noise, real_x*0.4f*s*32,real_z*0.4f*s*32, 0.0f)*0.0625f;
// height += fnlGetNoise3D(noise, real_x*s*32,real_z*s*32, 0.0f)*0.03f;
height = height * 0.5f + 0.5f;
height *= height;
height *= (140.0f)*0.12f/s;
@ -71,7 +72,7 @@ int generate_tree(fnl_state *noise, PseudoRandom* random, const float* heights,
int centerX = tileX * tileSize + tileSize/2 + randomX;
int centerY = tileY * tileSize + tileSize/2 + randomZ;
int height = (int)calc_height_faster(noise, centerX, centerY);
if (height < 55)
if ((height < 57) || (fnlGetNoise3D(noise, real_x*0.025f,real_z*0.025f, 0.0f)*0.5f > 0.5))
return 0;
int lx = real_x - centerX;
int radius = random->rand() % 4 + 3;
@ -102,20 +103,19 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz){
}
for (int z = 0; z < CHUNK_D; z++){
int real_z = z + cz * CHUNK_D;
for (int x = 0; x < CHUNK_W; x++){
int real_x = x + cx * CHUNK_W;
int real_z = z + cz * CHUNK_D;
float height = heights[z*CHUNK_W+x];
for (int y = 0; y < CHUNK_H; y++){
int real_y = y + cy * CHUNK_H;
int id = real_y < 55 ? 9 : 0;
if (real_y == (int)height)
if ((real_y == (int)height) && (54 < real_y))
id = 2;
else if (real_y < height){
if (real_y < height-6)
else if (real_y < (height - 6)){
id = 8;
else
} else if (real_y < height){
id = 1;
} else {
int tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 16);
@ -127,9 +127,19 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz){
id = tree;
}
}
// if ((real_y < height) && (57 > height) && (height > 51) && ((int)height == real_y)){
// id = 10;
// }
// if ( ((height - (1 - 0.1 * pow(height - 55, 4))) < real_y) && (real_y < height)){
// id = 10;
// }
if ( ((height - (1.5 - 0.2 * pow(height - 55, 4))) < real_y) && (real_y < height)){
id = 10;
}
if (real_y <= 2)
id = 2;
id = 11;
voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id;
}
}