feat(world-gen): larger biomes, smooth height blending, capped mountains; centralize tunables in Configuration
Terrain feel: biome regions ~10x larger (Voronoi cell size 96->960); terrain height now eases across biome borders via a Voronoi distance blend (smooth, and ~25x cheaper than the old 169-sample box blur); mountains capped to ~2/3 world height and gentled (ridged amplitude/frequency lowered), snow line lowered to match. Centralization: ~27 world-gen/render tuning constants (biome amplitudes & frequencies, climate-noise frequencies/octaves, biome-selection thresholds, blend width, cell size, filler depth, snow line, camera near plane, spawn offset, overlay scale) hoisted from scattered literals into a region-organized, fully-commented Configuration. Configuration is threaded into NoiseSource, the biomes, BiomeRegistry, BiomeMap (+Classify), TerrainSampler, WorldGenerator (+BlockAt filler depth), and Camera via Player. Defaults equal the prior values, so generation is unchanged; worldgen tests updated for the new constructor signatures.
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@@ -10,6 +10,7 @@ public sealed class Camera
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public float Yaw { get; private set; } = -90f; // degrees; -90 looks down -Z
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public float Pitch { get; private set; } // degrees
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public float Fov { get; set; } = 60f; // degrees
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public float NearPlane { get; set; } = 0.1f; // world units
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public float FarPlane { get; set; } = 100f; // world units
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public float AspectRatio { get; set; }
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@@ -37,7 +38,7 @@ public sealed class Camera
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public Matrix4 GetProjectionMatrix() =>
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Matrix4.CreatePerspectiveFieldOfView(
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MathHelper.DegreesToRadians(this.Fov), this.AspectRatio, 0.1f, this.FarPlane);
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MathHelper.DegreesToRadians(this.Fov), this.AspectRatio, this.NearPlane, this.FarPlane);
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private void UpdateVectors()
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{
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@@ -49,7 +50,7 @@ public sealed class Camera
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MathF.Sin(pitch),
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MathF.Sin(yaw) * MathF.Cos(pitch)));
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this.Right = Vector3.Normalize(Vector3.Cross(this.Front, Camera.WorldUp));
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this.Right = Vector3.Normalize(Vector3.Cross(this.Front, WorldUp));
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this.Up = Vector3.Normalize(Vector3.Cross(this.Right, this.Front));
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}
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}
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