player and entity physics improvements
This commit is contained in:
12
Worldgen.cs
12
Worldgen.cs
@@ -15,14 +15,11 @@ namespace Voxel
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private static float amplitude1 = 4;
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private static float amplitude2 = 2;
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private static float mountainMapRes = (float)1/2;
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private static float mountainMapAmplitude = 8;
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private static float elevationMapRes = (float)1/8;
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private static float elevationMapAmplitude = 32;
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private static FastNoiseLite noise = new FastNoiseLite();
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private static Random random = new Random();
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private static FastNoiseLite noise = new FastNoiseLite(random.Next());
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public static int GetHeight(int x, int z)
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{
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@@ -35,16 +32,11 @@ namespace Voxel
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z * res2
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) * amplitude2;
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float mountainMap = noise.GetNoise(
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x * mountainMapRes,
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z * mountainMapRes
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) * mountainMapAmplitude;
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float elevationMap = (noise.GetNoise(
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x * elevationMapRes,
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z * elevationMapRes
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) + 0.25f) * elevationMapAmplitude;
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return baseHeight + (int)(elevationMap + ((map1 + map2) * 1 + mountainMap));
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return baseHeight + (int)(elevationMap + map1 + map2);
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}
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public static Blocks GetBlock(int y, int maxY)
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