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

@@ -15,8 +15,8 @@ public class WorldGeneratorTests
public void BlockAt_AboveTerrainAndSea_IsAir()
{
var blocks = Blocks;
var biomes = new BiomeRegistry(1, blocks);
ushort id = WorldGenerator.BlockAt(300, surfaceHeight: 290, biomes.Plains, blocks);
var biomes = new BiomeRegistry(1, blocks, new Configuration());
ushort id = WorldGenerator.BlockAt(300, surfaceHeight: 290, biomes.Plains, blocks, fillerDepth: 3);
Assert.Equal(blocks.Air.Id, id); // 300 > 290 (above surface) and 300 > SeaLevel(256)
}
@@ -24,8 +24,8 @@ public class WorldGeneratorTests
public void BlockAt_AboveTerrainBelowSea_IsWater()
{
var blocks = Blocks;
var biomes = new BiomeRegistry(1, blocks);
ushort id = WorldGenerator.BlockAt(60, surfaceHeight: 50, biomes.Plains, blocks);
var biomes = new BiomeRegistry(1, blocks, new Configuration());
ushort id = WorldGenerator.BlockAt(60, surfaceHeight: 50, biomes.Plains, blocks, fillerDepth: 3);
Assert.Equal(blocks.Water.Id, id); // 60 > 50 but 60 <= SeaLevel(64)
}
@@ -33,8 +33,8 @@ public class WorldGeneratorTests
public void BlockAt_Surface_IsBiomeTop()
{
var blocks = Blocks;
var biomes = new BiomeRegistry(1, blocks);
ushort id = WorldGenerator.BlockAt(70, surfaceHeight: 70, biomes.Desert, blocks);
var biomes = new BiomeRegistry(1, blocks, new Configuration());
ushort id = WorldGenerator.BlockAt(70, surfaceHeight: 70, biomes.Desert, blocks, fillerDepth: 3);
Assert.Equal(blocks.Sand.Id, id);
}
@@ -42,8 +42,8 @@ public class WorldGeneratorTests
public void BlockAt_FillerBand_IsBiomeFiller()
{
var blocks = Blocks;
var biomes = new BiomeRegistry(1, blocks);
ushort id = WorldGenerator.BlockAt(68, surfaceHeight: 70, biomes.Plains, blocks);
var biomes = new BiomeRegistry(1, blocks, new Configuration());
ushort id = WorldGenerator.BlockAt(68, surfaceHeight: 70, biomes.Plains, blocks, fillerDepth: 3);
Assert.Equal(blocks.Dirt.Id, id); // within 3 of surface
}
@@ -51,8 +51,8 @@ public class WorldGeneratorTests
public void BlockAt_Deep_IsStone()
{
var blocks = Blocks;
var biomes = new BiomeRegistry(1, blocks);
ushort id = WorldGenerator.BlockAt(40, surfaceHeight: 70, biomes.Plains, blocks);
var biomes = new BiomeRegistry(1, blocks, new Configuration());
ushort id = WorldGenerator.BlockAt(40, surfaceHeight: 70, biomes.Plains, blocks, fillerDepth: 3);
Assert.Equal(blocks.Stone.Id, id);
}