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.
11 lines
300 B
C#
11 lines
300 B
C#
using OpenTK.Mathematics;
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using VoxelEngine.World.Blocks;
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namespace VoxelEngine.World;
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public interface IWorld
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{
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public void SetChunk(Vector3i chunkPos, Chunk.Chunk chunk);
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public Chunk.Chunk? GetChunk(Vector3i chunkPos);
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public IBlock GetBlock(int worldX, int worldY, int worldZ);
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} |