diff --git a/Assets/textures/atlas.png b/Assets/textures/atlas.png deleted file mode 100644 index 3d543c5..0000000 Binary files a/Assets/textures/atlas.png and /dev/null differ diff --git a/Core/Game.cs b/Core/Game.cs index 11e6313..6620d63 100644 --- a/Core/Game.cs +++ b/Core/Game.cs @@ -15,6 +15,7 @@ public sealed class Game : GameWindow private const float MoveSpeed = 8f; // units per second private const float Sensitivity = 0.15f; // degrees per pixel private const int Seed = 1337; + private const bool UseSeed = false; private readonly BlockRegistry _registry = new(); private Shader _shader = null!; @@ -40,10 +41,13 @@ public sealed class Game : GameWindow this._texture = new Texture("Assets/textures/VoxelShadeAtlas.png"); this._world = new World.World(this._registry); - this._generator = new WorldGenerator(Game.Seed, this._registry); - for (int cx = -2; cx < 2; cx++) - for (int cz = -2; cz < 2; cz++) + int seed = Game.UseSeed ? Game.Seed : new Random().Next(); + + this._generator = new WorldGenerator(seed, this._registry); + + for (int cx = -4; cx < 4; cx++) + for (int cz = -4; cz < 4; cz++) for (int cy = 0; cy < WorldConstants.WorldHeightChunks; cy++) { Vector3i pos = new(cx, cy, cz); @@ -107,7 +111,7 @@ public sealed class Game : GameWindow this._shader.SetMatrix4("view", this._camera.GetViewMatrix()); this._shader.SetMatrix4("projection", this._camera.GetProjectionMatrix()); this._shader.SetInt("atlas", 0); - this._texture.Use(TextureUnit.Texture0); + this._texture.Use(); foreach ((Vector3i pos, ChunkRenderer renderer) in this._renderer) {