Repository navigation
v0.7.0-alpha - World Generation & Core Systems
VoxelForge v0.7.0-alpha
π World Generation System
Complete procedural terrain generation with multi-octave noise:
WorldGenerator
- Multi-octave Perlin/Simplex noise terrain
- Continentalness and erosion systems
- Biome-based terrain features
- Cave generation with 3D noise
- Ore distribution with proper depth ranges
- Bedrock generation with fading effect
- Feature placement system (trees, flowers, etc.)
ChunkSection
- Paletted block storage for memory efficiency
- Light data storage (sky and block light)
- Block entity support
- Height map generation
- Biome storage per column
ποΈ Core Engine Systems
Engine Module
- Main engine initialization and shutdown
- Module management
Event System
- Type-safe event bus
- Event queue processing
- Handler registration
Resource Manager
- Asset path management
- Texture, shader, and model loading stubs
π World Management
ChunkManager
- Chunk loading/unloading based on player position
- Load queue management
- Configurable view distance
- Per-frame load limits
LightEngine
- Sky light calculation
- Block light propagation
- Light emission from blocks
BiomeRegistry
- Plains, Desert, Forest, Jungle biomes
- Swamp, Savanna, Badlands biomes
- Snowy Plains, Ocean biomes
- Biome-specific surface blocks
DimensionRegistry
- Overworld (Y: -64 to 320)
- Nether (Y: 0 to 256, ceiling)
- End (Y: 0 to 256)
AnvilLoader
- Minecraft Anvil format parsing
- Region file handling
- NBT parsing
- GZIP/Zlib decompression
π Statistics
- Source files: 65
- Total commits: 21
- Lines of code: ~15,000+
π§ Technical Details
- Proper chunk lifecycle management
- Efficient paletted block storage
- Multi-threaded chunk generation ready
- Light propagation algorithms
- Minecraft world format compatibility
GitHub: https://github.com/zarigata/PCU
Next Milestone: Entity systems, physics integration, rendering pipeline