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- genColumn(int x, int z)
- {
- int highestBlockY = (int)noise2d(x, z);
- bool is_surface = true;
- for(int y = max_height - 1; y >= 0; y--)
- {
- Block b;
- if(is_surface)
- {
- b = Block.Grass;
- b.HasHeightMap = true;
- // generate heightmap
- for(int ix = 0; ix < 5; ix++)
- {
- for(int iz = 0; iz < 5; iz++)
- {
- float heightHere = noise2d(x + ix / 4, z + iz / 4) - y;
- if(ix == 0 || iz == 0 || ix == 4 || iz == 4)
- heightHere = (float)Math.Round(heightHere);
- // clip heights
- if(heightHere > 1)
- heightHere = 1;
- if(heightHere < 0)
- heightHere = 0;
- b.HeightMap[ix][iz] = heightHere;
- }
- }
- is_surface = false;
- }
- else
- {
- b = Block.Dirt;
- }
- setBlock(x, y, z, b);
- }
- }
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