Files
VoxelEngine/World/WorldGen/Biomes/DesertBiome.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

29 lines
1.0 KiB
C#

using VoxelEngine.Core;
using VoxelEngine.World.Blocks;
namespace VoxelEngine.World.WorldGen.Biomes;
public sealed class DesertBiome : IBiome
{
private readonly FastNoiseLite _detail;
private readonly Configuration _cfg;
public string Name => "Desert";
public SurfacePalette Surface { get; }
public DesertBiome(int seed, BlockRegistry blocks, Configuration cfg)
{
this._cfg = cfg;
this._detail = new FastNoiseLite(seed + 101);
this._detail.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
this._detail.SetFrequency(cfg.DesertDetailFrequency);
this.Surface = new SurfacePalette(blocks.Sand, blocks.Sand, blocks.Stone);
}
public float SampleHeight(NoiseSource noise, float worldX, float worldZ)
=> WorldConstants.SeaLevel + this._cfg.DesertContinentAmplitude * noise.Continent(worldX, worldZ)
+ this._cfg.DesertDetailAmplitude * this._detail.GetNoise(worldX, worldZ);
public IBlock TopBlock(int worldY) => this.Surface.Top;
}