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- function WorldGenerator.GenerateChunk(x,y,z)
- local x =x+seedx
- local z =z+seedz
- local Voxels ={}
- local threshold
- for i=1, ChunkSize do
- for j=1, ChunkSize do
- for k=1, ChunkSize do
- local maxterrainheight =math.max(1,(noise((i/ChunkSize+x)*.5*Scale,(k/ChunkSize+z)*.5*Scale)+.5)*50+4)
- threshold =math.min(math.max((j-1)+(y-1)*ChunkSize,1),maxterrainheight)/maxterrainheight
- local level =noise((i/ChunkSize+x)*2*Scale,(j/ChunkSize+y)*2*Scale,(k/ChunkSize+z)*2*Scale)+.5
- +noise((i/ChunkSize)*3*Scale+x,(j/ChunkSize)*3*Scale+y,(k/ChunkSize)*3*Scale+z)*.5+.25
- +noise((i/ChunkSize)*5*Scale+x,(j/ChunkSize)*5*Scale+y,(k/ChunkSize)*5*Scale+z)*.25+.125
- level =level/1.75
- Voxels[tostring(i)..";"..tostring(j)..";"..tostring(k)] =(level > threshold) and 1 or 0
- end
- end
- end
- return Voxels
- end
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