#ifndef H_WORLDGEN #define H_WORLDGEN #include // For best performance, CHUNK_SIZE should be a power of 2 #define CHUNK_SIZE 8 // Terrain low point - should start a bit below sea level for rivers/lakes #define TERRAIN_BASE_HEIGHT 60 // Center point of cave generation #define CAVE_BASE_DEPTH 24 typedef struct { short x; short z; uint32_t hash; } ChunkAnchor; uint32_t getChunkHash (short x, short z); int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash); uint8_t getTerrainAt (int x, int y, int z, ChunkAnchor anchor); uint8_t getBlockAt (int x, int y, int z); extern uint8_t chunk_section[4096]; void buildChunkSection (int x, int y, int z); #endif