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v0.7.0-alpha - World Generation & Core Systems

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@zarigata zarigata released this 26 Feb 17:49
· 192 commits to main since this release

VoxelForge v0.7.0-alpha

🌍 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

πŸ—οΈ 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

🌐 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

πŸ“Š Statistics

  • Source files: 65
  • Total commits: 21
  • Lines of code: ~15,000+

πŸ”§ 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