| … | … | @@ -100,8 +100,14 @@ using dcerosion::vec3; |
| 100 | 100 | // --------------------------------------------------------------------------- |
| 101 | 101 | // map_dc_erosion.gd's configuration. Names match the GDScript constants. |
| 102 | 102 | // --------------------------------------------------------------------------- |
| 103 | | static const float MAP_FLOOR_Y = -1000.0f; // map_dc_erosion.gd:43 |
| 104 | | static const float MAP_CEILING_Y = 20000.0f; // map_dc_erosion.gd:44 |
| 103 | // The band is CENTRED ON ZERO. Godot character physics degrades with ALTITUDE |
| 104 | // (hyper-tps/scenes/test/slope_travel_gate.gd), so the map moved its 10600 m of |
| 105 | // relief from 4600..15200 down to -5300..5300. A pure translation: y_range is |
| 106 | // unchanged, so every wavelength and slope here is unchanged too, and this |
| 107 | // oracle's GPU-vs-CPU comparison is untouched. These still have to MIRROR the |
| 108 | // map, because the sample points below are drawn from the band. |
| 109 | static const float MAP_FLOOR_Y = -10900.0f; // map_dc_erosion.gd FLOOR_Y |
| 110 | static const float MAP_CEILING_Y = 10100.0f; // map_dc_erosion.gd CEILING_Y |
| 105 | 111 | static const float MAP_TERRAIN_HEIGHT = 60000.0f; // map_dc_erosion.gd:48 |
| 106 | 112 | static const float MAP_MOUNTAIN_SCALE = 1.0f; // map_dc_erosion.gd:51 |
| 107 | 113 | static const int MAP_MOUNTAIN_OCT = 8; // map_dc_erosion.gd:53 |