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.Biomes;
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@@ -10,11 +11,11 @@ public sealed class BiomeRegistry
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public IBiome Mountains { get; }
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public IBiome Forest { get; }
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public BiomeRegistry(int seed, BlockRegistry blocks)
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public BiomeRegistry(int seed, BlockRegistry blocks, Configuration cfg)
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{
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this.Plains = new PlainsBiome(seed, blocks);
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this.Desert = new DesertBiome(seed, blocks);
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this.Mountains = new MountainsBiome(seed, blocks);
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this.Forest = new ForestBiome(seed, blocks);
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this.Plains = new PlainsBiome(seed, blocks, cfg);
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this.Desert = new DesertBiome(seed, blocks, cfg);
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this.Mountains = new MountainsBiome(seed, blocks, cfg);
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this.Forest = new ForestBiome(seed, blocks, cfg);
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}
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}
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