Replace f32 with f64 in terrain generation
It causes very buggy terrain far out
I think a better solution would be to only use relative coordinates, or maybe store some fixed point format.
related issue: #311
I think a better solution would be to only use relative coordinates, or maybe store some fixed point format.
related issue: #311
We could store a u64 fixed point, which could get all the way up to the integer limit but also would have 1 over the integer limit precision
We could also try a i32 fixed point, where the top 16 bits are cut off. Then only for seeds and stuff we'd get the top 16 bits from another variable.
And in some places, like the biome generation, it might just be enough to use a normal i32 with one block of precision
I think a better solution would be to only use relative coordinates, or maybe store some fixed point format.
Using relative coordinates would also fix a similar issue in collision detection. Currently both collision detection and biome generation crash near/at the integer limit.
I don't think buggy farlands are something that we should bother about. Honestly it might even be considered more of a feature than a bug.