More interesting terrain chaos

This commit is contained in:
Joshua Barretto 2019-08-23 00:09:14 +01:00
parent ba1a146cd5
commit b6cfc84810

View File

@ -163,13 +163,19 @@ impl<'a> Sampler for ColumnGen<'a> {
*/
let river = 0.0;
let cliff_hill =
(sim.gen_ctx.small_nz.get((wposf.div(128.0)).into_array()) as f32).mul(16.0);
let cliff_hill = (sim
.gen_ctx
.small_nz
.get((wposf_turb.div(128.0)).into_array()) as f32)
.mul(24.0);
let riverless_alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?
+ (sim.gen_ctx.small_nz.get((wposf.div(256.0)).into_array()) as f32)
+ (sim
.gen_ctx
.small_nz
.get((wposf_turb.div(150.0)).into_array()) as f32)
.abs()
.mul(chaos.max(0.15))
.mul(chaos.max(0.1))
.mul(64.0);
let is_cliffs = sim_chunk.is_cliffs;
@ -206,8 +212,8 @@ impl<'a> Sampler for ColumnGen<'a> {
.mul(0.5)
.add(marble_small.sub(0.5).mul(0.25));
let temp = temp.add((marble - 0.5) * 0.5);
let humidity = humidity.add((marble - 0.5) * 0.5);
let temp = temp.add((marble - 0.5) * 0.25);
let humidity = humidity.add((marble - 0.5) * 0.25);
// Colours
let cold_grass = Rgb::new(0.0, 0.5, 0.25);