Optimize renderer

This commit is contained in:
2026-09-24 18:52:20 -03:00
parent 14aba6b129
commit d12fa84b00
10 changed files with 452 additions and 149 deletions
+36 -9
View File
@@ -1,5 +1,10 @@
import { Alea, create_noise_2d, create_noise_3d, NoiseFunction2D } from "@paulaboks/rng";
import { CHUNK_SIZE, Dimension } from "./components/dimension.ts";
import { Alea, create_noise_2d, create_noise_3d, NoiseFunction2D, NoiseFunction3D } from "@paulaboks/rng";
import { CHUNK_SIZE } from "$/common/constants.ts";
// generation runs in a worker now, so it only needs somewhere to put blocks
export interface BlockSink {
add_block(block: { x: number; y: number; z: number; id: string }): void;
}
type Biome =
| "desert"
@@ -129,7 +134,7 @@ function can_place_tree(tree_map: boolean[][], local_x: number, local_z: number)
return true;
}
function place_tree(dimension: Dimension, rng: Alea, x: number, y: number, z: number, biome: Biome) {
function place_tree(dimension: BlockSink, rng: Alea, x: number, y: number, z: number, biome: Biome) {
const height = Math.floor(rng.next() * 3) + (biome === "jungle" ? 8 : 4);
const trunk_block = "bworld:log";
const leaves_block = "bworld:leaves";
@@ -171,12 +176,34 @@ function should_place_tree(feature_noise: NoiseFunction2D, biome: Biome, x: numb
return n > (TREE_THRESHOLD[biome] ?? 0.8);
}
export function generate_chunk(dimension: Dimension, cx: number, cz: number, seed = "seed") {
const height_noise = create_noise_2d(new Alea(seed + "_height"));
const temp_noise = create_noise_2d(new Alea(seed + "_temp"));
const moisture_noise = create_noise_2d(new Alea(seed + "_moisture"));
const feature_noise = create_noise_2d(new Alea(seed + "_feature"));
const ore_noises = ORES.map((ore) => create_noise_3d(new Alea(seed + "_" + ore.id)));
interface SeedNoises {
height_noise: NoiseFunction2D;
temp_noise: NoiseFunction2D;
moisture_noise: NoiseFunction2D;
feature_noise: NoiseFunction2D;
ore_noises: NoiseFunction3D[];
}
// building the permutation tables is expensive, only do it once per seed
const noise_cache = new Map<string, SeedNoises>();
function get_noises(seed: string): SeedNoises {
let noises = noise_cache.get(seed);
if (!noises) {
noises = {
height_noise: create_noise_2d(new Alea(seed + "_height")),
temp_noise: create_noise_2d(new Alea(seed + "_temp")),
moisture_noise: create_noise_2d(new Alea(seed + "_moisture")),
feature_noise: create_noise_2d(new Alea(seed + "_feature")),
ore_noises: ORES.map((ore) => create_noise_3d(new Alea(seed + "_" + ore.id))),
};
noise_cache.set(seed, noises);
}
return noises;
}
export function generate_chunk(dimension: BlockSink, cx: number, cz: number, seed = "seed") {
const { height_noise, temp_noise, moisture_noise, feature_noise, ore_noises } = get_noises(seed);
// seeded per chunk so every client generates the exact same terrain
const rng = new Alea(`${seed}_chunk_${cx}_${cz}`);