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; } }