Files
VoxelEngine/VoxelEngine.Tests/WorldGen/NoiseSourceTests.cs
MDietermann e034d10339 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.
2026-06-03 16:27:06 +02:00

31 lines
870 B
C#

using VoxelEngine.Core;
using VoxelEngine.World.WorldGen;
using Xunit;
namespace VoxelEngine.Tests.WorldGen;
public class NoiseSourceTests
{
[Fact]
public void SameSeed_SameCoord_IsDeterministic()
{
var a = new NoiseSource(42, new Configuration());
var b = new NoiseSource(42, new Configuration());
Assert.Equal(a.Continent(10f, 20f), b.Continent(10f, 20f));
Assert.Equal(a.Temperature(10f, 20f), b.Temperature(10f, 20f));
}
[Fact]
public void Output_InMinusOneToOneRange()
{
var n = new NoiseSource(7, new Configuration());
for (int i = 0; i < 200; i++)
{
float c = n.Continent(i * 3.1f, i * 1.7f);
float t = n.Temperature(i * 2.3f, i * 0.9f);
Assert.InRange(c, -1.001f, 1.001f);
Assert.InRange(t, -1.001f, 1.001f);
}
}
}