41 lines
1.8 KiB
C#
41 lines
1.8 KiB
C#
namespace VoxelEngine.Core;
|
|
|
|
public sealed class Configuration
|
|
{
|
|
public int RenderDistanceHorizontal { get; set; } = 8;
|
|
public int RenderDistanceVertical { get; set; } = 2;
|
|
public int SpawnReadyRadiusHorizontal { get; set; } = 1;
|
|
|
|
public int MaxGenerateJobsInFlight { get; set; } = 8;
|
|
public int MaxMeshUploadsPerFrame { get; set; } = 4;
|
|
public int WorkerThreadCount { get; set; } = Math.Max(1, Environment.ProcessorCount / 2);
|
|
|
|
// Multiplier applied to (dy)^2 in chunk-load priority. >1 prioritizes
|
|
// chunks at the player's Y over equally-distant chunks above/below, so the
|
|
// visible surface fills in before far-underground / overhead chunks.
|
|
public int VerticalPriorityWeight { get; set; } = 4;
|
|
|
|
public float MoveSpeed { get; set; } = 8f;
|
|
public float MouseSensitivity { get; set; } = 0.15f;
|
|
public float Fov { get; set; } = 60f;
|
|
|
|
public int WindowWidth { get; set; } = 1280;
|
|
public int WindowHeight { get; set; } = 720;
|
|
|
|
public int? Seed { get; set; } = null;
|
|
|
|
// -- Cave generation tuning --
|
|
public float CaveNoiseFrequency { get; set; } = 0.03f;
|
|
public float CaveNoiseThreshold { get; set; } = -0.3f;
|
|
public int WormCellSize { get; set; } = 64;
|
|
public int WormSpawnProbabilityPermille { get; set; } = 300;
|
|
public int WormMaxLength { get; set; } = 80;
|
|
public float WormMinRadius { get; set; } = 1.5f;
|
|
public float WormMaxRadius { get; set; } = 3.5f;
|
|
|
|
// -- Cave lighting (fog-distance darkness) --
|
|
public float CaveDarkStartY { get; set; } = 72f; // WorldConstants.SeaLevel + 8
|
|
public float CaveDarkEndY { get; set; } = 32f; // WorldConstants.SeaLevel - 32
|
|
public float CaveMinBrightness { get; set; } = 0.15f;
|
|
}
|