Move to OpenSimplex noise
Apart from other benefits, this produces much nicer direction agnostic noise
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parent
7b4541716a
commit
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3 changed files with 14 additions and 10 deletions
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@ -4,10 +4,10 @@ import (
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"log"
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"math/rand"
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"github.com/aquilax/go-perlin"
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"github.com/mdiluz/rove/pkg/maths"
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"github.com/mdiluz/rove/pkg/objects"
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"github.com/mdiluz/rove/pkg/vector"
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"github.com/ojrac/opensimplex-go"
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)
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// Tile describes the type of terrain
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@ -52,10 +52,14 @@ type Atlas struct {
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// ChunkSize is the x/y dimensions of each square chunk
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ChunkSize int `json:"chunksize"`
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// perlin is the current perlin noise generator
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perlin *perlin.Perlin
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// noise is an OpenSimplex noise generator
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noise opensimplex.Noise
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}
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const (
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noiseSeed = 1024
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)
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// NewAtlas creates a new empty atlas
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func NewAtlas(chunkSize int) Atlas {
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// Start up with one chunk
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@ -64,7 +68,7 @@ func NewAtlas(chunkSize int) Atlas {
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Chunks: make([]Chunk, 1),
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LowerBound: vector.Vector{X: 0, Y: 0},
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UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
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perlin: perlin.NewPerlin(2, 2, 3, 100),
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noise: opensimplex.New(noiseSeed),
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}
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// Initialise the first chunk
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a.populate(0)
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@ -115,12 +119,12 @@ func (a *Atlas) populate(chunk int) {
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for j := 0; j < a.ChunkSize; j++ {
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// Get the perlin noise value for this location
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pl := a.perlin.Noise2D(float64(origin.X+i)/15, float64(origin.Y+j)/15)
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pl := a.noise.Eval2(float64(origin.X+i)/6, float64(origin.Y+j)/6)
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// Choose a tile based on the perlin noise value
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var tile Tile
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switch {
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case pl > 0.2:
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case pl > 0.5:
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tile = TileGravel
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case pl > 0.05:
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tile = TileSand
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@ -238,7 +242,7 @@ func (a *Atlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
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LowerBound: lower,
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UpperBound: upper,
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Chunks: make([]Chunk, size.X*size.Y),
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perlin: a.perlin,
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noise: a.noise,
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}
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// Log that we're resizing
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