I may have used ai for some of the proc gen..

This commit is contained in:
2025-03-01 22:52:34 -06:00
parent 8c0601c7aa
commit 2be653504a
9 changed files with 599 additions and 62 deletions

View File

@@ -13,15 +13,16 @@ WORLD_DATA_PATH :: "data/worlds"
World :: struct {
data_dir: string,
chunks: map[Vec2i]Chunk,
seed: u32
seed: i64
}
Chunk :: struct #packed {
position: Vec2i,
tiles: [CHUNK_SIZE][CHUNK_SIZE]Tile,
biome_id:u32,
}
create_world :: proc(name:string, seed:u32) -> World {
create_world :: proc(name:string, seed:i64) -> World {
data_dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
if !os.is_dir(data_dir) {
fmt.printfln("Data dir: %v does not exist", data_dir)
@@ -40,7 +41,7 @@ create_world :: proc(name:string, seed:u32) -> World {
}
}
load_world :: proc(name:string, seed:u32) -> World {
load_world :: proc(name:string, seed:i64) -> World {
dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
if !os.is_dir(dir) {
panic("Couldnt load world")
@@ -89,6 +90,9 @@ save_chunk :: proc(c:^Chunk, w:^World) {
}
}
// Biome ID
for byte in transmute([size_of(u32)]u8)c.biome_id {append(&data, byte)}
err := os.write_entire_file_or_err(filename, data[:])
}
@@ -138,6 +142,10 @@ load_chunk :: proc(pos:Vec2i, w:^World) -> Chunk {
}
}
// Load Biome ID
mem.copy(transmute([^]u8)&chunk.biome_id, &data[offset], size_of(u32))
offset += size_of(u32)
return chunk
}
@@ -150,42 +158,6 @@ unload_chunk :: proc(pos:Vec2i, w:^World) {
}
}
generate_chunk :: proc(pos:Vec2i, seed:u32) -> Chunk {
chunk := Chunk {position = pos}
for x in 0..<CHUNK_SIZE {
for y in 0..<CHUNK_SIZE {
world_x := pos.x * CHUNK_SIZE + x
world_y := pos.y * CHUNK_SIZE + y
chunk.tiles[x][y] = generate_tile(world_x, world_y, seed)
}
}
return chunk
}
generate_tile :: proc(x, y: int, seed: u32) -> Tile {
base_noise := hash_noise(x, y, seed)
cluster_noise := hash_noise(x / 3, y / 3, seed + 12345) // Larger scale noise for clusters
if base_noise < 0.70 {
return nothing_tile
} else if base_noise < 0.85 {
return grass_tile
} else if base_noise < 0.95 {
if cluster_noise > 0.5 { // Favor trees in cluster regions
return tree_tile
}
return grass_tile
} else {
if cluster_noise > 0.4 { // Only allow ponds in certain areas
return water_tile
}
return nothing_tile
}
}
get_chunk :: proc(w:^World, chunk_pos:Vec2i) -> ^Chunk {
chunk, exists := w.chunks[chunk_pos]