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.
This commit is contained in:
MDietermann
2026-06-03 16:27:06 +02:00
parent 96b8fffcd4
commit e034d10339
18 changed files with 367 additions and 136 deletions

View File

@@ -1,3 +1,4 @@
using VoxelEngine.Core;
using VoxelEngine.World.Blocks;
using VoxelEngine.World.WorldGen;
using Xunit;
@@ -9,38 +10,38 @@ public class BiomeMapTests
private static (BiomeMap map, BiomeRegistry biomes) Build(int seed = 42)
{
var blocks = new BlockRegistry();
var biomes = new BiomeRegistry(seed, blocks);
var noise = new NoiseSource(seed);
var biomes = new BiomeRegistry(seed, blocks, new Configuration());
var noise = new NoiseSource(seed, new Configuration());
var cells = new VoronoiCells(seed, 96f);
return (new BiomeMap(noise, cells, biomes), biomes);
return (new BiomeMap(noise, cells, biomes, new Configuration()), biomes);
}
[Fact]
public void Classify_HighElevation_IsMountains()
{
var (_, biomes) = Build();
Assert.Same(biomes.Mountains, BiomeMap.Classify(0f, 0.5f, 0f, biomes));
Assert.Same(biomes.Mountains, BiomeMap.Classify(0f, 0.5f, 0f, biomes, new Configuration()));
}
[Fact]
public void Classify_HotLowElevation_IsDesert()
{
var (_, biomes) = Build();
Assert.Same(biomes.Desert, BiomeMap.Classify(0.5f, 0f, 0f, biomes));
Assert.Same(biomes.Desert, BiomeMap.Classify(0.5f, 0f, 0f, biomes, new Configuration()));
}
[Fact]
public void Classify_TemperateWooded_IsForest()
{
var (_, biomes) = Build();
Assert.Same(biomes.Forest, BiomeMap.Classify(0f, 0f, 0.5f, biomes));
Assert.Same(biomes.Forest, BiomeMap.Classify(0f, 0f, 0.5f, biomes, new Configuration()));
}
[Fact]
public void Classify_ColdLow_IsPlains()
{
var (_, biomes) = Build();
Assert.Same(biomes.Plains, BiomeMap.Classify(-0.9f, 0f, 0f, biomes));
Assert.Same(biomes.Plains, BiomeMap.Classify(-0.9f, 0f, 0f, biomes, new Configuration()));
}
[Fact]