summary refs log tree commit diff
path: root/src/World/Generation
diff options
context:
space:
mode:
authorMel <einebeere@gmail.com>2023-07-08 03:25:44 +0200
committerMel <einebeere@gmail.com>2023-07-08 03:25:44 +0200
commitfe2baedc760c2f29e2c720f6b1132a2de33c5430 (patch)
treedfbe1c72a17805a3cab6e0d47433e9021890c9ca /src/World/Generation
parent41fbca10f6c6cdd9c1623f1347e7ecb40f5e7f59 (diff)
downloadmeowcraft-fe2baedc760c2f29e2c720f6b1132a2de33c5430.tar.zst
meowcraft-fe2baedc760c2f29e2c720f6b1132a2de33c5430.zip
Use own size types
Diffstat (limited to 'src/World/Generation')
-rw-r--r--src/World/Generation/ChunkMeshing.cpp54
-rw-r--r--src/World/Generation/Decoration.cpp42
-rw-r--r--src/World/Generation/Decoration.hpp10
-rw-r--r--src/World/Generation/Generator.cpp86
-rw-r--r--src/World/Generation/Generator.hpp49
5 files changed, 120 insertions, 121 deletions
diff --git a/src/World/Generation/ChunkMeshing.cpp b/src/World/Generation/ChunkMeshing.cpp
index e065987..8996169 100644
--- a/src/World/Generation/ChunkMeshing.cpp
+++ b/src/World/Generation/ChunkMeshing.cpp
@@ -2,20 +2,20 @@
 
 namespace MC::World::Generation {
 
-std::array<Vector<2>, 4> face_tex_coords(BlockType type, BlockSide side) {
-    uint8_t atlas_width = 4;
-    uint8_t atlas_height = 4;
+std::array<Vector<2, F32>, 4> face_tex_coords(BlockType type, BlockSide side) {
+    U8 atlas_width = 4;
+    U8 atlas_height = 4;
 
-    float width_step = 1.0f / atlas_width;
-    float height_step = 1.0f / atlas_height;
+    Real width_step = 1.0f / atlas_width;
+    Real height_step = 1.0f / atlas_height;
 
-    auto block_coords = [=](uint8_t x, uint8_t y) {
+    auto block_coords = [=](U8 x, U8 y) {
         auto t = y * height_step;
         auto l = x * width_step;
         auto b = t + height_step;
         auto r = l + width_step;
 
-        return std::array<Vector<2>, 4>{{
+        return std::array<Vector<2, F32>, 4>{{
             {l, b}, {r, b}, {r, t}, {l, t},
         }};
     };
@@ -71,10 +71,10 @@ std::array<Vector<2>, 4> face_tex_coords(BlockType type, BlockSide side) {
     }
 }
 
-std::array<Vector<3>, 4> face_normals(BlockSide side) {
-    auto is_side = [=](BlockSide s) -> float { return s == side; };
+std::array<Vector<3, F32>, 4> face_normals(BlockSide side) {
+    auto is_side = [=](BlockSide s) -> Real { return s == side; };
 
-    Vector<3> normal = {
+    Vector<3, F32> normal = {
         is_side(BlockSide::Right) - is_side(BlockSide::Left),
         is_side(BlockSide::Top) - is_side(BlockSide::Bottom),
         is_side(BlockSide::Front) - is_side(BlockSide::Back),
@@ -83,8 +83,8 @@ std::array<Vector<3>, 4> face_normals(BlockSide side) {
     return {normal, normal, normal, normal};
 }
 
-bool is_face_visible(Chunk& chunk, const ChunkMeshing::ChunkNeighbors& neighbors, uint32_t x, uint32_t y, uint32_t z, BlockSide side) {
-    Vector<3, int32_t> offset{};
+Bool is_face_visible(Chunk& chunk, const ChunkMeshing::ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side) {
+    Vector<3, I32> offset{};
     switch (side) {
         case BlockSide::Front:
             offset[2] = 1;
@@ -106,8 +106,8 @@ bool is_face_visible(Chunk& chunk, const ChunkMeshing::ChunkNeighbors& neighbors
             break;
     }
 
-    Vector<3, int32_t> neighbor_pos{
-        (int32_t)x + offset.x(), (int32_t)y + offset.y(), (int32_t)z + offset.z(),
+    Vector<3, I32> neighbor_pos{
+        (I32)x + offset.x(), (I32)y + offset.y(), (I32)z + offset.z(),
     };
 
     Chunk* chunk_to_ask;
@@ -115,10 +115,10 @@ bool is_face_visible(Chunk& chunk, const ChunkMeshing::ChunkNeighbors& neighbors
     if (neighbor_pos.z() < 0) {
         chunk_to_ask = &neighbors.north;
         neighbor_pos.z() += Chunk::Width;
-    } else if (neighbor_pos.x() >= (int32_t)Chunk::Width) {
+    } else if (neighbor_pos.x() >= (I32)Chunk::Width) {
         chunk_to_ask = &neighbors.east;
         neighbor_pos.x() -= Chunk::Width;
-    } else if (neighbor_pos.z() >= (int32_t)Chunk::Width) {
+    } else if (neighbor_pos.z() >= (I32)Chunk::Width) {
         chunk_to_ask = &neighbors.south;
         neighbor_pos.z() -= Chunk::Width;
     } else if (neighbor_pos.x() < 0) {
@@ -133,14 +133,14 @@ bool is_face_visible(Chunk& chunk, const ChunkMeshing::ChunkNeighbors& neighbors
 }
 
 GFX::Mesh ChunkMeshing::create_mesh_for_chunk(Chunk& chunk, const ChunkNeighbors& neighbors) {
-    std::vector<Vector<3>> positions{};
-    std::vector<Vector<3>> normals{};
-    std::vector<Vector<2>> tex_coords{};
-    std::vector<uint32_t> indices{};
-
-    for (int x = 0; x < Chunk::Width; x++) {
-        for (int y = 0; y < Chunk::Height; y++) {
-            for (int z = 0; z < Chunk::Width; z++) {
+    std::vector<Vector<3, F32>> positions{};
+    std::vector<Vector<3, F32>> normals{};
+    std::vector<Vector<2, F32>> tex_coords{};
+    std::vector<U32> indices{};
+
+    for (Int x = 0; x < Chunk::Width; x++) {
+        for (Int y = 0; y < Chunk::Height; y++) {
+            for (Int z = 0; z < Chunk::Width; z++) {
                 auto type = chunk.get(x, y, z).type;
                 if (type == BlockType::Air) {
                     continue;
@@ -156,10 +156,10 @@ GFX::Mesh ChunkMeshing::create_mesh_for_chunk(Chunk& chunk, const ChunkNeighbors
                     auto side_tex_coords = face_tex_coords(type, side);
 
                     for (auto& position : side_positions) {
-                        position = position + Vector<3>{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)};
+                        position = position + Vector<3, F32>{x, y, z};
                     }
 
-                    uint32_t s = positions.size();
+                    U32 s = positions.size();
 
                     positions.insert(positions.end(), side_positions.begin(), side_positions.end());
                     normals.insert(normals.end(), side_normals.begin(), side_normals.end());
@@ -170,7 +170,7 @@ GFX::Mesh ChunkMeshing::create_mesh_for_chunk(Chunk& chunk, const ChunkNeighbors
         }
     }
 
-    return GFX::Mesh{
+    return {
         {positions, normals, tex_coords},
         indices,
     };
diff --git a/src/World/Generation/Decoration.cpp b/src/World/Generation/Decoration.cpp
index 26eb397..f3f7c46 100644
--- a/src/World/Generation/Decoration.cpp
+++ b/src/World/Generation/Decoration.cpp
@@ -12,26 +12,26 @@ void Decorator::put_block(Chunk& chunk, Pos pos, BlockType block) {
     }
 }
 
-void Decorator::draw_column(Chunk& chunk, Pos pos, uint height, BlockType block) {
+void Decorator::draw_column(Chunk& chunk, Pos pos, UInt height, BlockType block) {
     Pos current_pos = pos;
-    for (uint i = 0; i < height; i++) {
+    for (UInt i = 0; i < height; i++) {
         put_block(chunk, current_pos, block);
         current_pos += Pos::up();
     }
 }
 
-void Decorator::draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, float radius, BlockType block) {
+void Decorator::draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, Real radius, BlockType block) {
     auto normalized_axis = axis.normalize();
 
     auto ortho1 = normalized_axis.any_orthogonal();
     auto ortho2 = normalized_axis.cross(ortho1);
 
-    auto r = [](const float x) { return static_cast<uint>(std::round(x)); };
+    auto r = [](const Real x) { return static_cast<UInt>(std::round(x)); };
 
-    int radius_round = std::round(radius);
-    for (int32_t d1 = -radius_round; d1 <= radius_round; d1++) {
-        float height = std::sqrt(radius * radius - d1 * d1);
-        for (int32_t d2 = -height; d2 <= (int)height; d2++) {
+    Int radius_round = std::round(radius);
+    for (I32 d1 = -radius_round; d1 <= radius_round; d1++) {
+        Real height = std::sqrt(radius * radius - d1 * d1);
+        for (I32 d2 = -height; d2 <= (Int)height; d2++) {
             auto p = ortho1 * d1 + ortho2 * d2;
             Pos block_pos = pos + Pos{r(p.x()), r(p.y()), r(p.z())};
             put_block(chunk, block_pos, block);
@@ -41,9 +41,9 @@ void Decorator::draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, float radius,
 
 void TreeDecorator::decorate_chunk(Chunk& chunk) {
     Pos last_tree = Pos::max();
-    for (uint x = 0; x < Chunk::Width; x++) {
-        for (uint z = 0; z < Chunk::Width; z++) {
-            for (uint y = Chunk::Height; y > 1; y--) {
+    for (UInt x = 0; x < Chunk::Width; x++) {
+        for (UInt z = 0; z < Chunk::Width; z++) {
+            for (UInt y = Chunk::Height; y > 1; y--) {
                 Pos pos{x, y, z};
                 if (!is_valid_position(pos))
                     continue;
@@ -56,7 +56,7 @@ void TreeDecorator::decorate_chunk(Chunk& chunk) {
                 if (type != BlockType::Snow && type != BlockType::Grass && type != BlockType::Dirt)
                     break;
 
-                auto noise = m_tree_noise.at({(float)x, (float)z});
+                auto noise = m_tree_noise.at({(Real)x, (Real)z});
                 if (noise < 0.8f)
                     continue;
 
@@ -73,24 +73,24 @@ void TreeDecorator::decorate_chunk(Chunk& chunk) {
 }
 
 void TreeDecorator::draw_tree(Chunk& chunk, Pos pos) const {
-    auto noise = m_tree_noise.at({(float)pos.x(), (float)pos.z()});
-    uint height = std::round(10 * noise - 4.75f);
+    auto noise = m_tree_noise.at({(Real)pos.x(), (Real)pos.z()});
+    UInt height = std::round(10 * noise - 4.75f);
 
     draw_column(chunk, pos, height, BlockType::Wood);
 
-    uint max_leaf_height = 4;
-    for (int x = 0; x < max_leaf_height; x++) {
+    UInt max_leaf_height = 4;
+    for (Int x = 0; x < max_leaf_height; x++) {
         Pos p{pos.x(), pos.y() + height + x - 2, pos.z()};
-        float radius = s_tree_radius - 0.5f + x * ((0.3f * x - 1.45f) * x + 1.25f);
+        Real radius = s_tree_radius - 0.5f + x * ((0.3f * x - 1.45f) * x + 1.25f);
         draw_circle(chunk, p, Vector<3>::up(), radius, BlockType::Leaves);
     }
 }
 
-bool TreeDecorator::is_valid_position(Vector<3, uint> pos) {
-    int tree_radius = s_tree_radius;
-    return (int)pos.x() - tree_radius >= 0
+Bool TreeDecorator::is_valid_position(Vector<3, UInt> pos) {
+    Int tree_radius = s_tree_radius;
+    return (Int)pos.x() - tree_radius >= 0
         && pos.x() + tree_radius <= Chunk::Width
-        && (int)pos.z() - tree_radius >= 0
+        && (Int)pos.z() - tree_radius >= 0
         && pos.z() + tree_radius <= Chunk::Width;
 }
 
diff --git a/src/World/Generation/Decoration.hpp b/src/World/Generation/Decoration.hpp
index a592e72..b7a839b 100644
--- a/src/World/Generation/Decoration.hpp
+++ b/src/World/Generation/Decoration.hpp
@@ -7,15 +7,15 @@ namespace MC::World::Generation {
 
 class Decorator {
 public:
-    using Pos = Vector<3, uint>;
+    using Pos = Vector<3, UInt>;
 
     virtual ~Decorator() = default;
 
     virtual void decorate_chunk(Chunk& chunk) = 0;
 
     static void put_block(Chunk& chunk, Pos pos, BlockType block);
-    static void draw_column(Chunk& chunk, Pos pos, uint height, BlockType block);
-    static void draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, float radius, BlockType block);
+    static void draw_column(Chunk& chunk, Pos pos, UInt height, BlockType block);
+    static void draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, Real radius, BlockType block);
 };
 
 class TreeDecorator final : public Decorator {
@@ -24,9 +24,9 @@ public:
 private:
     void draw_tree(Chunk& chunk, Pos pos) const;
 
-    static bool is_valid_position(Pos pos);
+    static Bool is_valid_position(Pos pos);
 
-    static constexpr uint s_tree_radius = 3;
+    static constexpr UInt s_tree_radius = 3;
 
     Math::Random::Noise<2> m_tree_noise;
 };
diff --git a/src/World/Generation/Generator.cpp b/src/World/Generation/Generator.cpp
index 19a3dc8..88e69a7 100644
--- a/src/World/Generation/Generator.cpp
+++ b/src/World/Generation/Generator.cpp
@@ -4,7 +4,7 @@
 
 namespace MC::World::Generation {
 
-Chunk Generator::generate(int64_t chunk_x, int64_t chunk_y) {
+Chunk Generator::generate(I64 chunk_x, I64 chunk_y) {
     Chunk chunk(chunk_x, chunk_y);
 
     auto landmass_map = generate_landmass_map(chunk_x, chunk_y);
@@ -24,10 +24,10 @@ Chunk Generator::generate(int64_t chunk_x, int64_t chunk_y) {
 }
 
 #define SIMPLE_MAP_GENERATOR(name, getter)                                      \
-Generator::Map2D<float> Generator::name(int64_t chunk_x, int64_t chunk_y) {     \
+Generator::Map2D<Real> Generator::name(I64 chunk_x, I64 chunk_y) {     \
     Matrix<Chunk::Width, Chunk::Width> map{};                                   \
-    for (uint x = 0; x < Chunk::Width; x++) {                                   \
-        for (uint y = 0; y < Chunk::Width; y++) {                               \
+    for (UInt x = 0; x < Chunk::Width; x++) {                                   \
+        for (UInt y = 0; y < Chunk::Width; y++) {                               \
             auto pos = chunk_position_to_world_vector(chunk_x, chunk_y, x, y);  \
             map(x, y) = getter(pos);                                            \
         }                                                                       \
@@ -38,11 +38,11 @@ Generator::Map2D<float> Generator::name(int64_t chunk_x, int64_t chunk_y) {
 SIMPLE_MAP_GENERATOR(generate_landmass_map, get_landmass)
 SIMPLE_MAP_GENERATOR(generate_hill_map, get_hill)
 
-Generator::Map2D<float> Generator::generate_height_map(Map2D<float>& landmass_map, Map2D<float>& hill_map) {
-    Map2D<float> height_map{};
+Generator::Map2D<Real> Generator::generate_height_map(Map2D<Real>& landmass_map, Map2D<Real>& hill_map) {
+    Map2D<Real> height_map{};
 
-    for (uint x = 0; x < Chunk::Width; x++) {
-        for (uint y = 0; y < Chunk::Width; y++) {
+    for (UInt x = 0; x < Chunk::Width; x++) {
+        for (UInt y = 0; y < Chunk::Width; y++) {
             auto landmass_effect = landmass_map(x, y);
             auto hill_effect = hill_map(x, y);
 
@@ -62,18 +62,18 @@ SIMPLE_MAP_GENERATOR(generate_temperature_map, get_temperature)
 SIMPLE_MAP_GENERATOR(generate_humidity_map, get_humidity)
 
 Generator::Map2D<BiomeType> Generator::generate_biome_map(
-    Map2D<float>& landmass_map, Map2D<float>& hill_map,
-    Map2D<float>& temperature_map, Map2D<float>& humidity_map
+    Map2D<Real>& landmass_map, Map2D<Real>& hill_map,
+    Map2D<Real>& temperature_map, Map2D<Real>& humidity_map
 ) {
     Map2D<BiomeType> biome_map{};
 
-    for (uint x = 0; x < Chunk::Width; x++) {
-        for (uint y = 0; y < Chunk::Width; y++) {
-            float landmass = landmass_map(x, y);
-            float hill = hill_map(x, y);
+    for (UInt x = 0; x < Chunk::Width; x++) {
+        for (UInt y = 0; y < Chunk::Width; y++) {
+            Real landmass = landmass_map(x, y);
+            Real hill = hill_map(x, y);
 
-            float temperature = temperature_map(x, y);
-            float humidity = humidity_map(x, y);
+            Real temperature = temperature_map(x, y);
+            Real humidity = humidity_map(x, y);
 
             HillSlice hill_slice;
             if (hill > 0.55) { hill_slice = HillSlice::Mountain; }
@@ -103,17 +103,17 @@ Generator::Map2D<BiomeType> Generator::generate_biome_map(
     return biome_map;
 }
 
-Generator::Map3D<bool> Generator::generate_terrain(Map2D<float>& height_map, int64_t chunk_x, int64_t chunk_y) {
-    float jaggedness = 0.10f;
+Generator::Map3D<Bool> Generator::generate_terrain(Map2D<Real>& height_map, I64 chunk_x, I64 chunk_y) {
+    Real jaggedness = 0.10f;
 
-    Map3D<bool> terrain_map{};
-    for (uint x = 0; x < Chunk::Width; x++) {
-        for (uint z = 0; z < Chunk::Width; z++) {
+    Map3D<Bool> terrain_map{};
+    for (UInt x = 0; x < Chunk::Width; x++) {
+        for (UInt z = 0; z < Chunk::Width; z++) {
             auto height = height_map(x, z);
 
-            for (uint y = 0; y < Chunk::Height; y++) {
-                float density = get_density({Chunk::Width * chunk_x + (float)x, (float)y, Chunk::Width * chunk_y + (float)z});
-                float threshold = Math::sigmoid(((float)y / (Chunk::Height * height * 2) - 0.5f) / jaggedness);
+            for (UInt y = 0; y < Chunk::Height; y++) {
+                Real density = get_density({Chunk::Width * chunk_x + (Real)x, (Real)y, Chunk::Width * chunk_y + (Real)z});
+                Real threshold = Math::sigmoid(((Real)y / (Chunk::Height * height * 2) - 0.5f) / jaggedness);
 
                 if (density > threshold) {
                     terrain_map(x, y, z) = true;
@@ -125,12 +125,12 @@ Generator::Map3D<bool> Generator::generate_terrain(Map2D<float>& height_map, int
     return terrain_map;
 }
 
-void Generator::decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<bool>& terrain_map) {
-    constexpr uint dirt_depth = 4;
-    constexpr uint water_height = 40;
+void Generator::decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<Bool>& terrain_map) {
+    constexpr UInt dirt_depth = 4;
+    constexpr UInt water_height = 40;
 
-    for (uint x = 0; x < Chunk::Width; x++) {
-        for (uint z = 0; z < Chunk::Width; z++) {
+    for (UInt x = 0; x < Chunk::Width; x++) {
+        for (UInt z = 0; z < Chunk::Width; z++) {
             auto biome = biome_map(x, z);
 
             BlockType top_block{};
@@ -160,7 +160,7 @@ void Generator::decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<b
             }
 
             auto column_depth = 0;
-            for (uint y = Chunk::Height - 1; y > 0; y--) {
+            for (UInt y = Chunk::Height - 1; y > 0; y--) {
                 auto block = terrain_map(x, y, z);
                 if (block) {
                     if (column_depth == 0 && y >= water_height - 1) {
@@ -186,11 +186,11 @@ void Generator::decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<b
     }
 }
 
-#define CURVE_START(y) constexpr auto lerp = Math::linear_interpolation; float _py = (y); float _px = 0.0f;
+#define CURVE_START(y) constexpr auto lerp = Math::linear_interpolation; Real _py = (y); Real _px = 0.0f;
 #define CURVE_POINT(x, y) if (v < (x)) return lerp({_py, (y)}, _px, (x), v); _py = y; _px = (x)
 #define CURVE_END(y) return lerp({_py, (y)}, _px, 1.0f, v);
 
-float Generator::get_landmass(Vector<2> pos) const {
+Real Generator::get_landmass(Vector<2> pos) const {
     auto v = m_landmass_noise.at(pos);
 
     CURVE_START(1.0f);
@@ -205,7 +205,7 @@ float Generator::get_landmass(Vector<2> pos) const {
     CURVE_END(1.0f);
 }
 
-float Generator::get_hill(Vector<2> pos) const {
+Real Generator::get_hill(Vector<2> pos) const {
     auto v = m_hill_noise.at(pos);
 
     CURVE_START(0.33f);
@@ -219,30 +219,30 @@ float Generator::get_hill(Vector<2> pos) const {
     CURVE_END(0.33f);
 }
 
-float Generator::get_humidity(Vector<2> pos) const {
+Real Generator::get_humidity(Vector<2> pos) const {
     auto v = m_humidity_noise.at(pos);
     return v;
 }
 
-float Generator::get_temperature(Vector<2> pos) const {
+Real Generator::get_temperature(Vector<2> pos) const {
     auto v = m_temperature_noise.at(pos);
     return v;
 }
 
-float Generator::get_density(Vector<3> pos) const {
+Real Generator::get_density(Vector<3> pos) const {
     auto v = m_density_noise.at(pos);
     return v;
 }
 
-Vector<2> Generator::chunk_position_to_world_vector(int64_t chunk_x, int64_t chunk_y, uint x, uint y) {
-    return {(float)x + chunk_x * Chunk::Width, (float)y + chunk_y * Chunk::Width};
+Vector<2> Generator::chunk_position_to_world_vector(I64 chunk_x, I64 chunk_y, UInt x, UInt y) {
+    return {(Real)x + chunk_x * Chunk::Width, (Real)y + chunk_y * Chunk::Width};
 }
 
 std::array<BiomeType, Generator::biome_lookup_table_size> Generator::create_biome_lookup_table() {
     std::array<BiomeType, biome_lookup_table_size> table{};
 
-    auto inc = [](auto& x) { x = (std::remove_reference_t<decltype(x)>)((uint)x + 1); };
-    auto cmp = [](auto x, auto s) { return (uint)x < (uint)s; };
+    auto inc = [](auto& x) { x = (std::remove_reference_t<decltype(x)>)((UInt)x + 1); };
+    auto cmp = [](auto x, auto s) { return (UInt)x < (UInt)s; };
 
     for (HillSlice hill_slice{}; cmp(hill_slice, HillSliceSize); inc(hill_slice)) {
         for (LandmassSlice landmass_slice{}; cmp(landmass_slice, LandmassSliceSize); inc(landmass_slice)) {
@@ -317,9 +317,9 @@ std::array<BiomeType, Generator::biome_lookup_table_size> Generator::create_biom
     return table;
 }
 
-size_t Generator::biome_lookup_table_index(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone) {
-    auto hs = (uint8_t)hill_slice; auto ls = (uint8_t)landmass_slice; auto tz = (uint8_t)temperature_zone; auto hz = (uint8_t)humidity_zone;
-    auto LS_S = (uint8_t)LandmassSliceSize; auto TZ_S = (uint8_t)TemperatureZoneSize; auto HZ_S = (uint8_t)HumidityZoneSize;
+USize Generator::biome_lookup_table_index(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone) {
+    auto hs = (U8)hill_slice; auto ls = (U8)landmass_slice; auto tz = (U8)temperature_zone; auto hz = (U8)humidity_zone;
+    auto LS_S = (U8)LandmassSliceSize; auto TZ_S = (U8)TemperatureZoneSize; auto HZ_S = (U8)HumidityZoneSize;
     return (hs * LS_S * TZ_S * HZ_S) + (ls * TZ_S * HZ_S) + (tz * HZ_S) + hz;
 }
 
diff --git a/src/World/Generation/Generator.hpp b/src/World/Generation/Generator.hpp
index c18de45..ee78dc5 100644
--- a/src/World/Generation/Generator.hpp
+++ b/src/World/Generation/Generator.hpp
@@ -1,48 +1,47 @@
 #pragma once
 
-#include <cstdint>
-
-#include "Decoration.hpp"
+#include "../../Common/Sizes.hpp"
 #include "../Chunk.hpp"
 #include "../BiomeType.hpp"
 #include "../../Math/Perlin.hpp"
 #include "../../Math/Tensor.hpp"
+#include "Decoration.hpp"
 
 namespace MC::World::Generation {
 
 class Generator {
 public:
     Generator() = default;
-    Chunk generate(int64_t chunk_x, int64_t chunk_y);
+    Chunk generate(I64 chunk_x, I64 chunk_y);
 private:
     template <typename V> using Map2D = Matrix<Chunk::Width, Chunk::Width, V>;
     template <typename V> using Map3D = Tensor<3, V, Chunk::Width, Chunk::Height, Chunk::Width>;
 
-    Map2D<float> generate_landmass_map(int64_t chunk_x, int64_t chunk_y);
-    Map2D<float> generate_hill_map(int64_t chunk_x, int64_t chunk_y);
-    Map2D<float> generate_height_map(Map2D<float>& landmass_map, Map2D<float>& hill_map);
+    Map2D<Real> generate_landmass_map(I64 chunk_x, I64 chunk_y);
+    Map2D<Real> generate_hill_map(I64 chunk_x, I64 chunk_y);
+    Map2D<Real> generate_height_map(Map2D<Real>& landmass_map, Map2D<Real>& hill_map);
 
-    Map2D<float> generate_temperature_map(int64_t chunk_x, int64_t chunk_y);
-    Map2D<float> generate_humidity_map(int64_t chunk_x, int64_t chunk_y);
+    Map2D<Real> generate_temperature_map(I64 chunk_x, I64 chunk_y);
+    Map2D<Real> generate_humidity_map(I64 chunk_x, I64 chunk_y);
 
     Map2D<BiomeType> generate_biome_map(
-        Map2D<float>& landmass_map, Map2D<float>& hill_map,
-        Map2D<float>& temperature_map, Map2D<float>& humidity_map
+        Map2D<Real>& landmass_map, Map2D<Real>& hill_map,
+        Map2D<Real>& temperature_map, Map2D<Real>& humidity_map
     );
 
-    Map3D<bool> generate_terrain(Map2D<float>& height_map, int64_t chunk_x, int64_t chunk_y);
+    Map3D<Bool> generate_terrain(Map2D<Real>& height_map, I64 chunk_x, I64 chunk_y);
 
-    void decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<bool>& terrain_map);
+    void decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<Bool>& terrain_map);
 
-    [[nodiscard]] float get_landmass(Vector<2> pos) const;
-    [[nodiscard]] float get_hill(Vector<2> pos) const;
+    [[nodiscard]] Real get_landmass(Vector<2> pos) const;
+    [[nodiscard]] Real get_hill(Vector<2> pos) const;
 
-    [[nodiscard]] float get_humidity(Vector<2> pos) const;
-    [[nodiscard]] float get_temperature(Vector<2> pos) const;
+    [[nodiscard]] Real get_humidity(Vector<2> pos) const;
+    [[nodiscard]] Real get_temperature(Vector<2> pos) const;
 
-    [[nodiscard]] float get_density(Vector<3> pos) const;
+    [[nodiscard]] Real get_density(Vector<3> pos) const;
 
-    static Vector<2> chunk_position_to_world_vector(int64_t chunk_x, int64_t chunk_y, uint x, uint y);
+    static Vector<2> chunk_position_to_world_vector(I64 chunk_x, I64 chunk_y, UInt x, UInt y);
 
     static inline std::vector<Decorator*> s_decorators = {
         new TreeDecorator(),
@@ -60,14 +59,14 @@ private:
     enum class LandmassSlice { Land, Beach, Ocean };
     enum class TemperatureZone { Hot, Fair, Cold };
     enum class HumidityZone { Wet, Lush, Temperate, Dry };
-    static constexpr uint HillSliceSize = (uint)HillSlice::Valley + 1;
-    static constexpr uint LandmassSliceSize = (uint)LandmassSlice::Ocean + 1;
-    static constexpr uint TemperatureZoneSize = (uint)TemperatureZone::Cold + 1;
-    static constexpr uint HumidityZoneSize = (uint)HumidityZone::Dry + 1;
+    static constexpr UInt HillSliceSize = (UInt)HillSlice::Valley + 1;
+    static constexpr UInt LandmassSliceSize = (UInt)LandmassSlice::Ocean + 1;
+    static constexpr UInt TemperatureZoneSize = (UInt)TemperatureZone::Cold + 1;
+    static constexpr UInt HumidityZoneSize = (UInt)HumidityZone::Dry + 1;
 
-    static constexpr size_t biome_lookup_table_size = (size_t)HillSliceSize * (size_t)LandmassSliceSize * (size_t)TemperatureZoneSize * (size_t)HumidityZoneSize;
+    static constexpr USize biome_lookup_table_size = (USize)HillSliceSize * (USize)LandmassSliceSize * (USize)TemperatureZoneSize * (USize)HumidityZoneSize;
     static std::array<BiomeType, biome_lookup_table_size> create_biome_lookup_table();
-    static size_t biome_lookup_table_index(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone);
+    static USize biome_lookup_table_index(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone);
     static BiomeType lookup_biome(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone);
     static inline std::array<BiomeType, biome_lookup_table_size> biome_lookup_table = create_biome_lookup_table();
 };