feat(config): add visibility + MinCaveY fields and cave-gen docs

This commit is contained in:
MDietermann
2026-06-01 18:36:01 +02:00
parent 22531c6ee1
commit 6c808b507b
2 changed files with 43 additions and 0 deletions

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@@ -1,9 +1,28 @@
namespace VoxelEngine.Core; namespace VoxelEngine.Core;
using OpenTK.Mathematics;
public sealed class Configuration public sealed class Configuration
{ {
public int RenderDistanceHorizontal { get; set; } = 8; public int RenderDistanceHorizontal { get; set; } = 8;
// Player-slab half-height in chunks. NOTE: repurposed by the visibility
// rework — this is no longer a global vertical load-box. It is how many
// chunks load above and below the player's chunk across the whole
// horizontal region, so caves at the player's depth render to the full
// horizontal distance.
public int RenderDistanceVertical { get; set; } = 2; public int RenderDistanceVertical { get; set; } = 2;
// Chunks loaded below the lowest surface chunk of each column. Gives the
// surface chunk a solid neighbor below (so its buried bottom faces cull)
// and covers cave mouths just under the surface.
public int SurfaceShellSkirtBelow { get; set; } = 1;
// Distance fog begins at this fraction of the fog-end distance (fog end is
// derived from RenderDistanceHorizontal). 0.7 → fog starts at 70% of the edge.
public float FogStartFraction { get; set; } = 0.7f;
// Sky / clear color, also the distance-fog target color.
public Vector3 SkyColor { get; set; } = new(0.45f, 0.65f, 0.95f);
public int SpawnReadyRadiusHorizontal { get; set; } = 1; public int SpawnReadyRadiusHorizontal { get; set; } = 1;
public int MaxGenerateJobsInFlight { get; set; } = 8; public int MaxGenerateJobsInFlight { get; set; } = 8;
@@ -25,13 +44,26 @@ public sealed class Configuration
public int? Seed { get; set; } = null; public int? Seed { get; set; } = null;
// -- Cave generation tuning -- // -- Cave generation tuning --
// Spatial frequency of the 3D simplex cave-density field; higher = smaller,
// more frequent pockets.
public float CaveNoiseFrequency { get; set; } = 0.03f; public float CaveNoiseFrequency { get; set; } = 0.03f;
// Density cutoff below which a solid voxel becomes air; higher = more cave.
public float CaveNoiseThreshold { get; set; } = -0.3f; public float CaveNoiseThreshold { get; set; } = -0.3f;
// Edge length (blocks) of a worm-spawn grid cell; one worm candidate per cell.
public int WormCellSize { get; set; } = 64; public int WormCellSize { get; set; } = 64;
// Per-cell chance out of 1000 that a worm spawns; 300 = 30%.
public int WormSpawnProbabilityPermille { get; set; } = 300; public int WormSpawnProbabilityPermille { get; set; } = 300;
// Number of trace steps (≈ blocks) a worm travels.
public int WormMaxLength { get; set; } = 80; public int WormMaxLength { get; set; } = 80;
// Worm tunnel radius bounds; interpolated + sine-modulated along the path
// to form bulges/chambers.
public float WormMinRadius { get; set; } = 1.5f; public float WormMinRadius { get; set; } = 1.5f;
public float WormMaxRadius { get; set; } = 3.5f; public float WormMaxRadius { get; set; } = 3.5f;
// Ceiling: caves carve only at or below this world-Y ("no caves above").
// Default 127 = world top (WorldHeight - 1) → no effective ceiling. Lower it
// to keep caves away from the surface (removes surface cave mouths).
public int MinCaveY { get; set; } = 127;
// -- Cave lighting (fog-distance darkness) -- // -- Cave lighting (fog-distance darkness) --
public float CaveDarkStartY { get; set; } = 72f; // WorldConstants.SeaLevel + 8 public float CaveDarkStartY { get; set; } = 72f; // WorldConstants.SeaLevel + 8

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@@ -74,4 +74,15 @@ public class ConfigurationTests
Assert.Equal(32f, c.CaveDarkEndY); // SeaLevel (64) - 32 Assert.Equal(32f, c.CaveDarkEndY); // SeaLevel (64) - 32
Assert.Equal(0.15f, c.CaveMinBrightness); Assert.Equal(0.15f, c.CaveMinBrightness);
} }
[Fact]
public void Defaults_HaveVisibilityAndCaveCeilingConstants()
{
var c = new Configuration();
Assert.Equal(1, c.SurfaceShellSkirtBelow);
Assert.Equal(0.7f, c.FogStartFraction);
Assert.Equal(new OpenTK.Mathematics.Vector3(0.45f, 0.65f, 0.95f), c.SkyColor);
Assert.Equal(127, c.MinCaveY);
}
} }