39375b83ea
refactor: extract shared ChunkMath.FloorDiv helper
2026-06-01 10:45:58 +02:00
6a68953c9a
feat: World.SetBlock writes through to IChunkModificationStore
2026-06-01 10:35:10 +02:00
7c310ebc6a
feat: add IChunkModificationStore and in-memory implementation
2026-06-01 10:16:46 +02:00
MDietermann
a8e94a27b2
fix: Water TextureCoord mapping
2026-05-31 22:15:14 +02:00
MDietermann
03cf0ceb07
feat: add WorldGenerator filling vertical chunk stacks
2026-05-31 22:08:41 +02:00
MDietermann
6196b38cc8
feat: add TerrainSampler with dense box-blur border smoothing
2026-05-31 22:06:30 +02:00
MDietermann
9880e4379c
feat: add BiomeMap with per-cell climate classification
2026-05-31 21:58:34 +02:00
MDietermann
589904beec
feat: add Plains/Desert/Mountains/Forest biomes and registry
2026-05-31 21:56:55 +02:00
MDietermann
294f3b82ef
feat: add WorldConstants, SurfacePalette and IBiome contract
2026-05-31 21:54:10 +02:00
MDietermann
d0707fde9d
feat: add deterministic VoronoiCells partition
2026-05-31 21:50:09 +02:00
MDietermann
44f53e8d50
feat: add seeded NoiseSource over FastNoiseLite
2026-05-31 21:46:53 +02:00
MDietermann
99b411bdbd
build: vendor FastNoiseLite, remove unused SimplexNoise package
2026-05-31 21:45:02 +02:00
MDietermann
c81cd3c561
feat: derive atlas tile size from loaded texture dimensions
2026-05-31 21:43:53 +02:00
MDietermann
50f2bc4221
fix: complete WaterBlock IBlock implementation and BlockIds list
2026-05-31 21:41:25 +02:00
MDietermann
af7a83300f
feat: 4x4 atlas with TileCoord-based UVs and grass faces
2026-05-31 21:39:42 +02:00
MDietermann
6eb17b6c5d
feat: make Sand/Snow opaque and register Sand/Snow/Water blocks
2026-05-31 21:38:11 +02:00
MDietermann
4e14786668
New Atlas + Texture Pipeline
2026-05-31 20:32:46 +02:00
49d35cab5b
feat: add multi-chunk world with cross-chunk face culling
...
Add a World that stores chunks in a Dictionary keyed by chunk
coordinate, with floor-division world<->chunk coordinate mapping
(correct for negative coords). The mesher takes an optional neighbor
sampler so faces at chunk borders are culled against adjacent chunks
instead of always meshing the shell. Render one ChunkRenderer per
chunk, placed via the model matrix. Reorganize the World layer into
Blocks/ and Chunk/ sub-namespaces.
2026-05-28 15:32:45 +02:00
70c986529b
style: apply code-style cleanup (explicit types, this-qualification, switch expressions)
2026-05-28 13:29:13 +02:00
ecae0d4ce4
feat: add face-culled chunk mesher behind IChunkMesher
2026-05-28 12:00:26 +02:00
90be1035d4
feat: add Chunk as a dense 16-cubed id array
2026-05-28 11:56:49 +02:00
f4d3f9aab4
feat: add block model with IBlock flyweight and registry
2026-05-28 11:53:15 +02:00