namespace IslaApocalypse.Core { public static class Constants { // Chunk Dimensions public const int CHUNK_SIZE_X = 24; public const int CHUNK_SIZE_Z = 24; public const int CHUNK_HEIGHT = 256; // Our agreed-upon depth! // World Generation public const float ISO_LEVEL = 0.0f; // The threshold for Marching Cubes public const float VOXEL_SCALE = 1.0f; // 1 Pixel = 1 Meter // --- APPEARANCE TUNING --------------------------------------------- // How many metres it takes for one surface material to fade into the // next (grass -> dirt -> stone) on the rendered mesh. // // TUNE THIS BY EYE: bigger = softer, more gradual fade. // 0.0 = hard switch, exactly like the old banded look // 2.0 = default, a gentle two-metre blend // 4.0+ = very soft, materials smear into each other // // Colour only. This does NOT affect terrain shape, collision, or what // block is actually stored in a voxel. public const float BLEND_BAND_METERS = 2.0f; // --- ROAD GRADE TUNING --------------------------------------------- // How much a road "holds a grade" instead of following every bump in // the ground underneath it. Roads exist to be DRIVEN on, so this is a // driveability setting, not a cosmetic one. // // 0.0 = hugs the land: the roadbed follows the terrain exactly. // Never steps, but inherits every lump the ground has. // 1.0 = holds a grade (default): each stretch of road is a straight // ramp between its two path points, cutting through small // bumps and filling small dips. Smoothest to drive. // // Values in between mix the two. Raise toward 1.0 for a more // engineered road, lower toward 0.0 for a more rustic one. // // NOTE: this affects road ELEVATION (terrain shape under the road), // not colour. Tune it properly once vehicles exist to drive on it. public const float ROAD_GRADE_SMOOTHING = 1.0f; } }