Improved terrain generator

This commit is contained in:
CobaltXII
2019-01-05 14:31:05 -05:00
parent c9376ad8e5
commit 7396f6785e

View File

@@ -166,9 +166,6 @@ void plant_tree_accessor(accessor* out, hitbox player, unsigned int x, unsigned
}
}
#include <tuple>
#include <vector>
// Generate a world using a seed.
void generate_world(world* out, unsigned int seed)
@@ -193,13 +190,13 @@ void generate_world(world* out, unsigned int seed)
// Generate the base terrain.
float frequency = 4.0f;
float frequency = 2.0f;
for (float x = 0.0f; x < float(out->x_res); x += 1.0f)
for (float y = 0.0f; y < float(out->y_res); y += 1.0f)
for (float z = 0.0f; z < float(out->z_res); z += 1.0f)
{
if (y / float(out->y_res) + noise.GetValueFractal(x * frequency, y * frequency, z * frequency) * 0.40f > 0.5f)
if (pow(y / float(out->y_res), 1.1024f) + noise.GetValueFractal(x * frequency, y * frequency, z * frequency) * 0.60f > 0.5f)
{
out->set_id(int(x), int(y), int(z), id_stone);
}