working on chunk generation

This commit is contained in:
2025-05-09 18:29:41 +02:00
parent 8c94d86fd4
commit 18dd89f485
10 changed files with 221 additions and 23 deletions

View File

@@ -10,9 +10,27 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrat
material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y);
p_block_material = std::make_shared<Scop::Material>(material_params);
auto narrator_update = [](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
auto narrator_update = [this](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
{
if(m_chunks.empty())
GenerateWorld();
};
m_narrator.AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
}
[[nodiscard]] Chunk& World::GetChunk(Scop::Vec2i position)
{
}
void World::GenerateWorld()
{
for(std::int32_t x = 0; x < 4; x++)
{
for(std::int32_t z = 0; z < 4; z++)
{
m_chunks.emplace_back(*this, Scop::Vec2i{ x, z });
m_chunks.back().GenerateChunk();
}
}
}