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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namespace VoxelEngine.World.WorldGen.Biomes;
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@@ -5,21 +6,23 @@ namespace VoxelEngine.World.WorldGen.Biomes;
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public sealed class PlainsBiome : IBiome
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{
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private readonly FastNoiseLite _detail;
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private readonly Configuration _cfg;
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public string Name => "Plains";
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public SurfacePalette Surface { get; }
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public PlainsBiome(int seed, BlockRegistry blocks)
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public PlainsBiome(int seed, BlockRegistry blocks, Configuration cfg)
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{
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this._cfg = cfg;
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this._detail = new FastNoiseLite(seed + 100);
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this._detail.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
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this._detail.SetFrequency(0.02f);
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this._detail.SetFrequency(cfg.PlainsDetailFrequency);
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this.Surface = new SurfacePalette(blocks.Grass, blocks.Dirt, blocks.Stone);
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}
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public float SampleHeight(NoiseSource noise, float worldX, float worldZ)
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=> WorldConstants.SeaLevel + 24f * noise.Continent(worldX, worldZ)
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+ 8f * this._detail.GetNoise(worldX, worldZ);
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=> WorldConstants.SeaLevel + this._cfg.PlainsContinentAmplitude * noise.Continent(worldX, worldZ)
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+ this._cfg.PlainsDetailAmplitude * this._detail.GetNoise(worldX, worldZ);
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public IBlock TopBlock(int worldY) => this.Surface.Top;
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}
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