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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@@ -1,3 +1,4 @@
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using VoxelEngine.Core;
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using VoxelEngine.World.Blocks;
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using VoxelEngine.World.WorldGen;
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using Xunit;
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@@ -9,11 +10,11 @@ public class TerrainSamplerTests
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private static TerrainSampler Build(int seed = 42)
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{
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var blocks = new BlockRegistry();
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var biomes = new BiomeRegistry(seed, blocks);
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var noise = new NoiseSource(seed);
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var biomes = new BiomeRegistry(seed, blocks, new Configuration());
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var noise = new NoiseSource(seed, new Configuration());
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var cells = new VoronoiCells(seed, 96f);
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var map = new BiomeMap(noise, cells, biomes);
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return new TerrainSampler(noise, map);
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var map = new BiomeMap(noise, cells, biomes, new Configuration());
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return new TerrainSampler(noise, map, new Configuration());
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}
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[Fact]
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