Tweaks to terrain.rs

This commit is contained in:
Ryan 2022-06-21 15:07:02 -07:00
parent 16b9b4ca9e
commit f75debdd50

View file

@ -102,6 +102,7 @@ impl Config for Game {
if client.created_tick() == server.current_tick() {
client.set_game_mode(GameMode::Creative);
client.set_max_view_distance(32);
client.teleport([0.0, 200.0, 0.0], 0.0, 0.0);
}
@ -192,7 +193,15 @@ fn terrain_column(
if has_terrain_at(g, x, y, z) {
let gravel_height = WATER_HEIGHT
- (noise01(&g.gravel_noise, [x, y, z].map(|a| a as f64 / 10.0)) * 6.0).round() as i64;
- 1
- (fbm(
&g.gravel_noise,
[x, y, z].map(|a| a as f64 / 10.0),
3,
2.0,
0.5,
) * 6.0)
.floor() as i64;
if *in_terrain {
if *depth > 0 {
@ -237,8 +246,8 @@ fn has_terrain_at(g: &Game, x: i64, y: i64, z: i64) -> bool {
noise01(&g.hilly_noise, [x, y, z].map(|a| a as f64 / 400.0)).powi(2),
);
let lower = 10.0 + 150.0 * hilly;
let upper = lower + 100.0 * hilly;
let lower = 15.0 + 75.0 * hilly;
let upper = lower + 125.0 * hilly;
if y as f64 <= lower {
return true;
@ -246,7 +255,7 @@ fn has_terrain_at(g: &Game, x: i64, y: i64, z: i64) -> bool {
return false;
}
let density = 1.0 - lerpstep(lower, upper, y as f64);
let density = (1.0 - lerpstep(lower, upper, y as f64)).sqrt();
let n = fbm(
&g.density_noise,