just making sure the repo is up to date

This commit is contained in:
2025-11-28 19:17:59 -06:00
parent 4871a4ed3e
commit 454124a90a
2 changed files with 205 additions and 185 deletions

BIN
game/game

Binary file not shown.

View File

@@ -1,8 +1,9 @@
#+feature dynamic-literals
package game
import "core:math/noise"
import "core:math"
import "core:fmt"
import "core:math"
import "core:math/noise"
BIOME_SCALE: f64 : 1
@@ -25,7 +26,7 @@ Biome :: struct {
name: string,
type: BiomeType,
fauna_color: [4]u8,
valid_structures: [dynamic]u32
valid_structures: [dynamic]u32,
}
// Define biome constants
@@ -34,7 +35,7 @@ grasslands_biome := Biome {
name = "Grasslands",
type = .GRASSLAND,
fauna_color = {50, 120, 25, 255},
valid_structures = {}
valid_structures = {},
}
forest_biome := Biome {
@@ -42,7 +43,7 @@ forest_biome := Biome {
name = "Forest",
type = .FOREST,
fauna_color = {30, 80, 20, 255},
valid_structures = {}
valid_structures = {},
}
desert_biome := Biome {
@@ -50,7 +51,7 @@ desert_biome := Biome {
name = "Desert",
type = .DESERT,
fauna_color = {200, 180, 100, 255},
valid_structures = {}
valid_structures = {},
}
lake_biome := Biome {
@@ -58,7 +59,7 @@ lake_biome := Biome {
name = "Lake",
type = .LAKE,
fauna_color = {0, 50, 150, 255},
valid_structures = {}
valid_structures = {},
}
get_biome_from_id :: proc(id: u32) -> Biome {
@@ -78,23 +79,37 @@ get_biome_type :: proc(world_pos: Vec2i, seed: i64) -> Biome {
temperature_seed := seed + 30000
// Generate base continent shapes
continent := noise.noise_2d(continent_seed, {f64(world_pos.x) * continent_scale, f64(world_pos.y) * continent_scale})
continent := noise.noise_2d(
continent_seed,
{f64(world_pos.x) * continent_scale, f64(world_pos.y) * continent_scale},
)
// Amplify to get more defined continents
continent = math.pow(continent * 0.5 + 0.5, 1.5) * 2.0 - 1.0
// Generate regional variations
region := noise.noise_2d(region_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
region := noise.noise_2d(
region_seed,
{f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale},
)
// Generate moisture and temperature maps for biome determination
moisture := noise.noise_2d(moisture_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
temperature := noise.noise_2d(temperature_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
moisture := noise.noise_2d(
moisture_seed,
{f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale},
)
temperature := noise.noise_2d(
temperature_seed,
{f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale},
)
// Adjust temperature to create larger hot regions
// This skews the distribution to have more areas with higher temperature
// temperature = math.pow(temperature * 0.5 + 0.5, 0.8) * 2.0 - 1.0
// Local variations (small details)
local_var := noise.noise_2d(seed, {f64(world_pos.x) * local_scale, f64(world_pos.y) * local_scale}) * 0.1
local_var :=
noise.noise_2d(seed, {f64(world_pos.x) * local_scale, f64(world_pos.y) * local_scale}) *
0.1
// Combine all factors with proper weighting
elevation := continent * 0.7 + region * 0.3 + local_var
@@ -123,7 +138,9 @@ get_biome_type :: proc(world_pos: Vec2i, seed: i64) -> Biome {
// Improved chunk generation that considers neighboring chunks
generate_chunk :: proc(pos: Vec2i, seed: i64) -> Chunk {
chunk := Chunk{position = pos}
chunk := Chunk {
position = pos,
}
// Store the biome for this chunk for consistency
chunk_center := Vec2i{pos.x * CHUNK_SIZE + CHUNK_SIZE / 2, pos.y * CHUNK_SIZE + CHUNK_SIZE / 2}
@@ -175,8 +192,14 @@ generate_tile :: proc(pos: Vec2i, seed: i64, biome: Biome) -> Tile {
small_scale := 0.20
large_noise := noise.noise_2d(seed, {f64(pos.x) * large_scale, f64(pos.y) * large_scale})
medium_noise := noise.noise_2d(seed + 5000, {f64(pos.x) * medium_scale, f64(pos.y) * medium_scale})
small_noise := noise.noise_2d(seed + 10000, {f64(pos.x) * small_scale, f64(pos.y) * small_scale})
medium_noise := noise.noise_2d(
seed + 5000,
{f64(pos.x) * medium_scale, f64(pos.y) * medium_scale},
)
small_noise := noise.noise_2d(
seed + 10000,
{f64(pos.x) * small_scale, f64(pos.y) * small_scale},
)
// Combine noise at different scales
combined_noise := large_noise * 0.6 + medium_noise * 0.3 + small_noise * 0.1
@@ -202,7 +225,6 @@ generate_tile :: proc(pos: Vec2i, seed: i64, biome: Biome) -> Tile {
return nothing_tile
}
case .DESERT:
cactus_noise := medium_noise * 0.5 + 0.5 // Normalize to 0-1
if cactus_noise > 0.8 && hash_value > 0.65 {
@@ -223,5 +245,3 @@ generate_tile :: proc(pos: Vec2i, seed: i64, biome: Biome) -> Tile {
return nothing_tile
}
}