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authoruntodesu <kirill@untode.su>2025-03-19 18:07:51 +0500
committeruntodesu <kirill@untode.su>2025-03-19 18:07:51 +0500
commitfddd7f761176bb45cfdd41eeccaeadac22d33ddf (patch)
tree96fdc781f2cd96e769c148e850e411a90ff1ad5b /game/client/chunk_visibility.hh
parent1c138d80ac08dfc48f0916c568f780e15db73834 (diff)
downloadvoxelius-fddd7f761176bb45cfdd41eeccaeadac22d33ddf.tar.bz2
voxelius-fddd7f761176bb45cfdd41eeccaeadac22d33ddf.zip
Fix things and improve worldgen
- Client-side now actually deletes invisible chunks - Improved world generation to use a second noise generator alongside changing how caves are generated (ie what noise they use)
Diffstat (limited to 'game/client/chunk_visibility.hh')
-rw-r--r--game/client/chunk_visibility.hh12
1 files changed, 1 insertions, 11 deletions
diff --git a/game/client/chunk_visibility.hh b/game/client/chunk_visibility.hh
index 317d83f..70352c9 100644
--- a/game/client/chunk_visibility.hh
+++ b/game/client/chunk_visibility.hh
@@ -4,19 +4,9 @@
#include "shared/types.hh"
-struct ChunkVisibleComponent final {};
-
-namespace chunk_visibility
-{
-void update_chunk(entt::entity entity);
-void update_chunk(const chunk_pos &cpos);
-void update_chunks(void);
-} // namespace chunk_visibility
-
namespace chunk_visibility
{
-void cleanup(void);
-void update(void);
+void update_late(void);
} // namespace chunk_visibility
#endif /* CLIENT_CHUNK_VISIBILITY_HH */