World

class World
GameObject _chunkPrefab { }
Dictionary<ChunkPos, DataChunk> _chunks { }
Dictionary<ColumnPos, DataColumn> _columns { }
Dictionary<ChunkPos, DataChunk> _offloacChunks { }
SimplePriorityQueue<Chunk> _loadQueue { }
Boolean _rendering { }
static Int32 _viewRangeHorizontal { }
static Int32 _viewRangeVertical { }
static ChunkPos _playerPos { }
public Int32 chunkSize { get; }

The size (width, breadth, and height) of chunks.

public static Atlas.ID GetBlock (BlockPos pos)

Fetches a block that has already been generated in the past.

public static Atlas.ID GenerateBlock (BlockPos pos)

Generates a block for a given position.

public static Int32 GenerateTopology (Int32 x, Int32 z)

Generates the topological height of the stone layer for a given coordinate.

public static Single SimplexNoise (Single x, Single y, Single z, Single scale, Single height, Single power)

Returns simplex noise from a given point, modulated by some variables.

public static Int32 GetViewRange ()

Gets view range.

public static DataChunk GetChunk (ChunkPos pos)

Gets the DataChunk from the given pos.

public static DataColumn GetColumn (ColumnPos pos)

Gets the DataColumn from the given pos.

void RenderThread ()

Special function that does threaded generation.

void GenerateChunks ()

Generates all possible chunk positions that are in view range if a chunk does not already exist at that position.

void PingChunks ()

Checks whether chunks are still in view range or not, and destrys them if need be.

void DestroyChunk (ChunkPos pos)

Safely removes a Chunk from the chunk dictionary.