Fixed world generation, added speed control
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+11
-4
@@ -13,6 +13,8 @@
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float lastFrameTime = 0;
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float speed = 10;
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int width, height;
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GLuint blocksTexture;
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@@ -42,13 +44,16 @@ bool keys[255];
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void generateWorld() {
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float rand = std::rand() * (1.0f / worldDepth);
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std::cout << "Generating world... " << rand << std::endl;
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for (int x = 0; x < worldWidth; x++)
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{
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for (int z = 0; z < worldDepth; z++)
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{
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float heigth = stb_perlin_noise3((1.0f/(float)worldWidth)*(float)x, (1.0f / (float)worldDepth)*(float)z, 0);
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int heightInt = (int)(height * 8);
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std::cout << height << " - " << heightInt << std::endl;
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float h = stb_perlin_noise3((1.0f/(float)worldWidth)*(float)x, (1.0f / (float)worldDepth)*(float)z, rand);
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int heightInt = abs((int)(h * 8));
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for (int y = 0; y < worldHeight; y++)
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{
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@@ -222,7 +227,9 @@ void idle()
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float deltaTime = frameTime - lastFrameTime;
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lastFrameTime = frameTime;
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const float speed = 3;
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if (keys['+']) speed += speed > 25 ? 0 : 0.5;
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if (keys['-']) speed -= speed < 5 ? 0 : 0.5;
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if (keys['a']) move(0, deltaTime*speed);
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if (keys['d']) move(180, deltaTime*speed);
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if (keys['w']) move(90, deltaTime*speed);
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