world: fix worldgen
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@ -13,11 +13,11 @@ const (
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Beta = 2 // harmonic scaling/spacing
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N = 3 // iterations
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AltitudeDensity = 10 // Density of the noise in altitude
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AltitudeDensity = 20 // Density of the noise in altitude
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Sealevel = 63 // Space with Y=63 and lower should be the sea
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Highest = 84 // Highest part of the terrain
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Lowest = 60 // Lowest part of the terrain
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Highest = 74 // Highest part of the terrain
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Lowest = 54 // Lowest part of the terrain
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)
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var perlins map[int64]*perlin.Perlin
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@ -50,10 +50,10 @@ func Chunk(chunk *packworld.Chunk, world *packworld.World, seed int64) {
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for x := 0; x < packworld.ChunkSizeX; x++ {
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for z := 0; z < packworld.ChunkSizeZ; z++ {
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height := Lowest + int(float64(Highest-Lowest)*p.Noise2D(
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height := Lowest + int(float64(Highest-Lowest)*(p.Noise2D(
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float64(offX+x)/AltitudeDensity,
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float64(offZ+z)/AltitudeDensity))
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//log.Printf("height = %d (noise=%.5f)", height, p.Noise2D(float64(offX+x), float64(offZ+z)))
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float64(offZ+z)/AltitudeDensity)/2+0.5))
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//log.Printf("height = %d (noise=%.5f)", height, p.Noise2D(float64(offX+x)/AltitudeDensity, float64(offZ+z)/AltitudeDensity)/2+0.5)
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// water
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for y := Sealevel; y > height; y-- {
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