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authorAaditya Dhruv <[email protected]>2026-01-28 14:20:23 -0600
committerAaditya Dhruv <[email protected]>2026-01-28 14:20:23 -0600
commit17d2d2589694030f79f2a37732d72d4e433fd745 (patch)
tree918cc9f51276c7401c273fe05ad12d10edfaa40f /src/world.c
parent77dddef4153688218bec0b50f547622daa18903d (diff)
Add camera handling and movement
Camera related movements have been moved to camera.c - it tracks the matrices as well so we don't have to call it in block_update The player class is empty right now, but the camera will be a child of the player, and the player a child of the engine
Diffstat (limited to 'src/world.c')
-rw-r--r--src/world.c5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/world.c b/src/world.c
index e81f100..72a0c21 100644
--- a/src/world.c
+++ b/src/world.c
@@ -7,8 +7,9 @@ int world_init(int32_t seed, struct world** world) {
struct world* wld = malloc(sizeof(struct world));
memset(wld, 0, sizeof(struct world));
wld->seed = seed;
- for (int i = 0; i < WORLD_WIDTH; i++) {
- for (int j = 0; j < WORLD_LENGTH; j++) {
+ //TODO: Improve loading here
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 2; j++) {
struct chunk* chunk;
vec2 coords = { i, j };
chunk_gen(wld, coords, &chunk);