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https://github.com/Cactus-minecraft-server/World.git
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starting procedural generation
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@@ -4,3 +4,4 @@ version = "0.1.0"
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edition = "2021"
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[dependencies]
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noise = "0.9.0"
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69
TODO.md
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69
TODO.md
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# TODO List for a Minecraft-Like Terrain Generator in Rust
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## 1. Define Objectives and Requirements
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- **Features:**
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- Global terrain generation (overall elevation)
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- Local detail (surface variations)
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- Biome transitions and optionally cave systems
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- **Technical Constraints:**
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- Chunk dimensions (e.g., 16×16 blocks horizontally with a fixed vertical height)
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- Memory management (chunk caching, on-demand generation)
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- Server integration (protocol, networking, etc.)
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- **Output Format:**
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- How to represent the world (e.g., a 3D array of block types)
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- Block types (Air, Grass, Dirt, Stone, Water, etc.)
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## 2. Research and Select Noise Algorithms
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- Study noise algorithms such as Perlin and Simplex.
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- Understand Fractal Brownian Motion (fBm) to combine multiple octaves.
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- Define parameters like frequency, amplitude, persistence, number of octaves, and scaling factors.
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## 3. Set Up Your Rust Project
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- Create a new project with Cargo.
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- Add necessary dependencies in `Cargo.toml` (e.g., the `noise` crate).
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- Set up version control (Git).
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## 4. Implement Basic Noise Generation
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- Write a simple prototype to generate noise values.
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- Use a scaling factor to avoid sampling only on integer coordinates.
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- Test with a fixed seed for reproducibility.
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## 5. Implement Fractal Brownian Motion (fBm)
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- Create a function to combine multiple noise octaves.
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- Adjust parameters (octaves, persistence, etc.) and test the results.
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## 6. Map Noise to Terrain Height
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- Convert normalized noise values (e.g., from -1 to 1) to block heights.
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- Define a mapping strategy (for example, scaling to a maximum height).
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## 7. Design the Chunk Data Structure
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- Decide on chunk dimensions (e.g., 16×16×128).
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- Create a simple structure to represent blocks (using enums or similar).
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## 8. Generate Chunks Based on Noise
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- For each (x, z) coordinate in a chunk:
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- Calculate the noise value.
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- Map it to a terrain height.
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- Fill in blocks based on the height (e.g., surface, sub-surface, stone).
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- Keep the code modular and avoid overcomplicating early on.
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## 9. Test and Visualize the Generated Terrain
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- Write unit tests for noise functions and terrain mapping.
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- Create a simple visualization (e.g., a 2D height map printed to the console or exporting data for external tools).
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- Verify that parameter adjustments produce the expected variations.
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## 10. Integrate the Generator into Your Server Architecture
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- Implement on-demand chunk generation as the player moves.
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- Cache generated chunks (in memory or on disk) to avoid re-computation.
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- Consider multithreading or asynchronous processing for parallel generation.
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## 11. Optimize and Refine
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- Profile the terrain generation for performance bottlenecks.
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- Fine-tune noise parameters and mapping logic.
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- Plan future enhancements (biomes, caves, advanced block types).
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## 12. Document and Maintain the Codebase
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- Document your functions, parameters, and overall architecture.
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- Use version control to track changes and manage iterative improvements.
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- Keep your code modular for easy future enhancements.
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81
src/main.rs
81
src/main.rs
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fn main() {
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println!("Hello, world!");
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// Example Code
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use noise::{NoiseFn, Perlin};
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#[derive(Debug, Clone, Copy)]
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enum BlockType {
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Air,
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Grass,
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Dirt,
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Stone,
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Water,
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}
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const CHUNK_SIZE: usize = 16;
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const CHUNK_HEIGHT: usize = 128;
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type Chunk = Vec<Vec<Vec<BlockType>>>;
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fn main() {
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let perlin = Perlin::new(42);
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let scale = 0.1;
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let x = 10.0 * scale;
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let y = 20.0 * scale;
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let noise_value = perlin.get([x, y]);
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println!("Noise value: {}", noise_value);
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}
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fn fbm(perlin: &Perlin, x: f64, y: f64, octaves: u32, persistence: f64) -> f64 {
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let mut total = 0.0;
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let mut amplitude = 1.0;
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let mut frequency = 1.0;
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let mut max_value = 0.0;
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for _ in 0..octaves {
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total += perlin.get([x * frequency, y * frequency]) * amplitude;
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max_value += amplitude;
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amplitude *= persistence;
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frequency *= 2.0;
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}
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total / max_value
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}
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fn map_noise_to_height(noise_value: f64) -> usize {
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let normalized = (noise_value + 1.0) / 2.0; // map from [-1, 1] to [0, 1]
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let max_height = 128;
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(normalized * max_height as f64) as usize
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}
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fn generate_chunk(perlin: &Perlin, chunk_x: i32, chunk_z: i32) -> Chunk {
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let mut chunk = vec![vec![vec![BlockType::Air; CHUNK_HEIGHT]; CHUNK_SIZE]; CHUNK_SIZE];
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let scale = 0.1;
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for local_x in 0..CHUNK_SIZE {
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for local_z in 0..CHUNK_SIZE {
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let world_x = chunk_x * CHUNK_SIZE as i32 + local_x as i32;
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let world_z = chunk_z * CHUNK_SIZE as i32 + local_z as i32;
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let noise_value = fbm(
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perlin,
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world_x as f64 * scale,
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world_z as f64 * scale,
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4,
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0.5,
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);
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let height = map_noise_to_height(noise_value);
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for y in 0..CHUNK_HEIGHT {
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if y > height {
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chunk[local_x][local_z][y] = if y < 64 {
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BlockType::Water
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} else {
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BlockType::Air
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};
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} else if y == height {
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chunk[local_x][local_z][y] = BlockType::Grass;
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} else if y > height.saturating_sub(3) {
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chunk[local_x][local_z][y] = BlockType::Dirt;
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} else {
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chunk[local_x][local_z][y] = BlockType::Stone;
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}
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}
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}
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}
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chunk
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}
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