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Less noisy worldgen
Former-commit-id: f1df6cc5b170db4949e88f11d26b9867056caacd
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@ -36,16 +36,16 @@ impl World {
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let get_offset = |pos: Vec2<i32>| {
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((offset_nz.get(pos.map(|e| e as f64 / 4000.0).into_array()) + 1.0)
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* 1000.0) as i32
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* 1000.0)
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};
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let offset_z = get_offset(chunk_pos * Vec2::from(TerrainChunkSize::SIZE).map(|e: u32| e as i32));
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let mut chunk = TerrainChunk::new(offset_z, stone, air, TerrainChunkMeta::void());
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let mut chunk = TerrainChunk::new(offset_z as i32, stone, air, TerrainChunkMeta::void());
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for x in 0..TerrainChunkSize::SIZE.x as i32 {
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for y in 0..TerrainChunkSize::SIZE.y as i32 {
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for z in offset_z..offset_z + 256 {
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for z in offset_z as i32..offset_z as i32 + 256 {
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let lpos = Vec3::new(x, y, z);
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let wpos = lpos
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+ Vec3::from(chunk_pos) * TerrainChunkSize::SIZE.map(|e| e as i32);
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