No description
Replace the big permutation table with a compact GPU hash() and use hashed corner values mixed with the world seed for Perlin noise. Compute world_pos from global_id (aligned with camera and buffer size) when generating chunks and store that position in the voxel buffer. Also raise the initial camera height and print the world seed for debug. |
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| res | ||
| src | ||
| .gitignore | ||
| Cargo.lock | ||
| Cargo.toml | ||
| renderer.wgsl | ||