namespace VoxelEngine.World.WorldGen; // Seeded wrapper over FastNoiseLite. All Get* methods return roughly [-1, 1]. public sealed class NoiseSource { private readonly FastNoiseLite _continent; private readonly FastNoiseLite _temperature; private readonly FastNoiseLite _forest; public NoiseSource(int seed) { this._continent = new FastNoiseLite(seed); this._continent.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2); this._continent.SetFractalType(FastNoiseLite.FractalType.FBm); this._continent.SetFractalOctaves(4); this._continent.SetFrequency(0.0035f); this._temperature = new FastNoiseLite(seed + 1); this._temperature.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2); this._temperature.SetFractalType(FastNoiseLite.FractalType.FBm); this._temperature.SetFractalOctaves(3); this._temperature.SetFrequency(0.0015f); this._forest = new FastNoiseLite(seed + 2); this._forest.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2); this._forest.SetFrequency(0.02f); } public float Continent(float x, float z) => this._continent.GetNoise(x, z); public float Temperature(float x, float z) => this._temperature.GetNoise(x, z); public float Forest(float x, float z) => this._forest.GetNoise(x, z); }