Make it so you can walk around. Add basic collision detection. Update Makefile to support Windows builds.
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4a8bf7d05b
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14
Makefile
14
Makefile
@ -12,6 +12,7 @@ XNOECRAFT_C_SRCS = $(shell find src/ -name '*.c')
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XNOECRAFT_RES = $(shell find res/ -type f)
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XNOECRAFT_OBJS = $(patsubst src/%.cpp,build/%.o,$(XNOECRAFT_CPP_SRCS)) $(patsubst src/%.c,build/%.o,$(XNOECRAFT_C_SRCS)) $(patsubst res/%.dat,build/%.o,$(XNOECRAFT_RES))
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XNOECRAFT_OBJS_WIN = $(patsubst src/%.cpp,build/%.wo,$(XNOECRAFT_CPP_SRCS)) $(patsubst src/%.c,build/%.wo,$(XNOECRAFT_C_SRCS)) $(patsubst res/%.dat,build/%.o,$(XNOECRAFT_RES))
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XNOECRAFT_SRC_DIRS = $(shell find src/* -type d)
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XNOECRAFT_RES_DIRS = $(shell find res/* -type d)
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@ -19,9 +20,11 @@ XNOECRAFT_OBJ_DIRS = $(patsubst src/%,build/%,$(XNOECRAFT_SRC_DIRS)) $(patsubst
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.PHONY = all cleanbuild clean prepare
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all: prepare build/xnoecraft
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run: all
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./build/xnoecraft
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all: prepare build/xnoecraft build/xnoecraft.exe
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cleanbuild: clean prepare build/xnoecraft
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clean:
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@ -32,12 +35,21 @@ prepare: $(XNOECRAFT_OBJ_DIRS)
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build/xnoecraft: $(XNOECRAFT_OBJS)
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$(CXX) $(LINKFLAGS) -o $@ $^
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build/xnoecraft.exe: $(XNOECRAFT_OBJS_WIN)
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x86_64-w64-mingw32-g++ -static -static-libgcc -static-libstdc++ $^ -lglfw3 -lgdi32 -lssp -o $@
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build/%.o: src/%.cpp
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$(CXX) $(CXXFLAGS) -o $@ -c $<
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build/%.o: src/%.c
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$(CC) $(CCFLAGS) -o $@ -c $<
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build/%.wo: src/%.cpp
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x86_64-w64-mingw32-g++ $(CXXFLAGS) -o $@ -c $<
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build/%.wo: src/%.c
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x86_64-w64-mingw32-gcc $(CCFLAGS) -o $@ -c $<
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build/%.o: res/%.dat
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$(LD) -r -b binary $< -o $@
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@ -22,16 +22,4 @@ void main() {
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float intensity = clamp(dot(to_sun_vector, normal_pass), 0.25, 1.0);
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color.xyz *= intensity;
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//vec3 to_camera_vector = normalize(camera_position_pass - position_pass);
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//vec3 reflection = reflect(-to_sun_vector, normal_pass);
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//float specular_intensity = max(dot(to_camera_vector, reflection), 0.0);
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//specular_intensity = pow(specular_intensity, shine_dampener);
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//specular_intensity *= reflectivity;
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//if (dot(normal_pass, to_camera_vector) >= 0.3)
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//color.xyz += vec3(1.0, 1.0, 1.0) * specular_intensity;
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}
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@ -10,14 +10,14 @@ private:
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glm::mat4 projection_matrix;
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float field_of_view;
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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int width;
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int height;
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void update_projection_matrix(int width, int height);
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public:
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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Camera();
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Camera(int width, int height);
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13
src/chunk.h
13
src/chunk.h
@ -9,6 +9,9 @@
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#include <iostream>
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class Chunk {
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public:
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static constexpr int horiz_size = 16;
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static constexpr int vert_size = 256;
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private:
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GLuint VAO = 0;
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GLuint VBOs[4];
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@ -16,14 +19,7 @@ private:
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int mesh_version=0;
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int current_version=1;
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static constexpr int horiz_size = 16;
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static constexpr int vert_size = 256;
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int blocks[horiz_size * horiz_size * vert_size];
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inline void set_block(int x, int y, int z, int block);
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inline int get_block(int x, int y, int z);
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public:
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int x;
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int z;
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@ -40,6 +36,9 @@ public:
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glm::mat4 get_transformation_matrix();
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void select();
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void set_block(int x, int y, int z, int block);
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int get_block(int x, int y, int z);
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};
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#endif
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64
src/main.cpp
64
src/main.cpp
@ -34,25 +34,69 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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key_states[key] = 0;
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}
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float vel_forward, vel_y, vel_right;
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void loop(float deltatime, GLFWwindow* w) {
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float speed = 5.0f;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.2f, 0.6f, 0.7f, 1.0f);
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std::cout << "Deltatime: " << deltatime << "\n";
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float speed = 20.0f;
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glm::vec3 old_position = c->get_position();
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glm::vec3 new_position = old_position;
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glm::vec3 forward(
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glm::sin(c->rotation.y),
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0,
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glm::cos(c->rotation.y)
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);
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glm::vec3 right(
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glm::sin(c->rotation.y + 1.57f),
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0,
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glm::cos(c->rotation.y + 1.57f)
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);
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new_position.y += vel_y * deltatime;
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if (world->collide(new_position.x, new_position.y-0.5f, new_position.z) || world->collide(new_position.x, new_position.y-1.5f, new_position.z)) {
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vel_y = 0.0f;
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new_position.y = old_position.y;
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}
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vel_forward = 0.0f;
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vel_right = 0.0f;
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if (key_states[GLFW_KEY_W])
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c->move_by(glm::vec3(0.0f, 0.0f, -speed) * deltatime);
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if (key_states[GLFW_KEY_A])
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c->move_by(glm::vec3(-speed, 0.0f, 0.0f) * deltatime);
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vel_forward = -speed;
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if (key_states[GLFW_KEY_S])
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c->move_by(glm::vec3(0.0f, 0.0f, speed) * deltatime);
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vel_forward = speed;
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if (key_states[GLFW_KEY_A])
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vel_right = -speed;
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if (key_states[GLFW_KEY_D])
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c->move_by(glm::vec3(speed, 0.0f, 0.0f) * deltatime);
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if (key_states[GLFW_KEY_SPACE])
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c->change_position_by(glm::vec3(0.0f, speed, 0.0f) * deltatime);
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if (key_states[GLFW_KEY_LEFT_SHIFT])
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c->change_position_by(glm::vec3(0.0f, -speed, 0.0f) * deltatime);
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vel_right = speed;
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if (key_states[GLFW_KEY_SPACE] && vel_y == 0.0f)
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vel_y = 6.0f;
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forward *= vel_forward;
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forward *= deltatime;
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right *= vel_right;
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right *= deltatime;
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new_position += forward;
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if (world->collide(new_position.x, new_position.y-0.5f, new_position.z) || world->collide(new_position.x, new_position.y-1.5f, new_position.z)) {
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new_position.x = old_position.x;
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new_position.z = old_position.z;
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}
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new_position += right;
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if (world->collide(new_position.x, new_position.y-0.5f, new_position.z) || world->collide(new_position.x, new_position.y-1.5f, new_position.z)) {
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new_position.x = old_position.x;
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new_position.z = old_position.z;
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}
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c->set_position(new_position);
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if (vel_y >= -50.0f)
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vel_y -= 9.81f * deltatime;
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double current_x_pos, current_y_pos;
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glfwGetCursorPos(w, ¤t_x_pos, ¤t_y_pos);
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@ -128,4 +128,27 @@ void World::render(Camera* c, Shader* s) {
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glDrawElements(GL_TRIANGLES, chunk->vertex_count, GL_UNSIGNED_INT, 0);
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}
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}
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bool World::collide(float x, float y, float z) {
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int chunk_x = x / 16;
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int chunk_z = z / 16;
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int chunk_rel_x = (int)x % 16;
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int chunk_rel_z = (int)z % 16;
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if (chunk_rel_x < 0) {
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chunk_rel_x += (Chunk::horiz_size-1);
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chunk_x--;
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}
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if (chunk_rel_z < 0) {
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chunk_rel_z += (Chunk::horiz_size-1);
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chunk_z--;
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}
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Chunk* c;
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if (!(c = get_chunk(chunk_x, chunk_z)))
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return false;
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return c->get_block(chunk_rel_x, y, chunk_rel_z);
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}
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@ -44,6 +44,8 @@ public:
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static Chunk* get_chunk(int x, int z);
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void render(Camera* c, Shader* s);
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bool collide(float x, float y, float z);
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};
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#endif
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