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.WorldGen;
using Xunit;
@@ -8,8 +9,8 @@ public class NoiseSourceTests
[Fact]
public void SameSeed_SameCoord_IsDeterministic()
{
var a = new NoiseSource(42);
var b = new NoiseSource(42);
var a = new NoiseSource(42, new Configuration());
var b = new NoiseSource(42, new Configuration());
Assert.Equal(a.Continent(10f, 20f), b.Continent(10f, 20f));
Assert.Equal(a.Temperature(10f, 20f), b.Temperature(10f, 20f));
}
@@ -17,7 +18,7 @@ public class NoiseSourceTests
[Fact]
public void Output_InMinusOneToOneRange()
{
var n = new NoiseSource(7);
var n = new NoiseSource(7, new Configuration());
for (int i = 0; i < 200; i++)
{
float c = n.Continent(i * 3.1f, i * 1.7f);