#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 uint32_t getChunkHash (short x, short z); int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash); uint8_t getBlockAt (int x, int y, int z); extern uint8_t chunk_section[4096]; void buildChunkSection (int x, int y, int z); #endif