Lots of tweaking. Tenative buggy reflection implimented.
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@@ -101,7 +101,7 @@ void Old_Map::generate_terrain() {
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int DATA_SIZE = dimensions.x + 1;
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//an initial seed value for the corners of the data
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//srand(f_rand());
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double SEED = rand() % 40 + 40;
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double SEED = rand() % 10 + 30;
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//seed the data
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set_sample(0, 0, SEED);
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@@ -109,7 +109,7 @@ void Old_Map::generate_terrain() {
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set_sample(dimensions.x, 0, SEED);
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set_sample(dimensions.x, dimensions.y, SEED);
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double h = 40.0;//the range (-h -> +h) for the average offset
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double h = 20.0;//the range (-h -> +h) for the average offset
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//for the new value in range of h
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//side length is distance of a single square side
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//or distance of diagonal in diamond
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@@ -188,7 +188,7 @@ void Old_Map::generate_terrain() {
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for (int y = 100; y < 150; y += 10) {
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for (int z = 0; z < 10; z += 1) {
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voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5;
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voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6;
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}
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}
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@@ -222,12 +222,19 @@ void Old_Map::generate_terrain() {
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}
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}
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for (int x = 60; x < 65; x++) {
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for (int y = 60; y < 65; y++) {
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for (int z = 30; z < 35; z++) {
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voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5;
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}
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}
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}
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for (int x = 0; x < dimensions.x; x++) {
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for (int y = 0; y < dimensions.y; y++) {
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// for (int z = 0; z < dimensions.z; z++) {
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//if (rand() % 1000 < 1)
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voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
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voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 5;
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// }
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}
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}
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