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Configs Customisation
MarcellPerger1 edited this page Apr 1, 2023
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- You can customize stuff by altering the configs in the
configs/folder. - To edit the current config, edit the
config.jsonconfig file. - To edit the base config with all the default values, edit the
default.jsonfile. This file initially contains sensible defaults for all config values. - All of the configs are written in json
| Key | Type | Description | Status |
|---|---|---|---|
|
Config |
The root.toplevel config. Everything else is directly or indirectly a sub-key of this | |
bgColor |
RGBA_float |
Background color | |
checkError |
boolean |
Check WebGL errors at runtime? | |
generation |
GenerationConfig |
World Generation | |
controls |
ControlsConfig |
Controls | |
player |
PlayerConfig |
Player configs (Has stuff that affects gameplay) | |
shader |
ShaderConfig |
Shader | ❗ Internal |
atlas |
AtlasConfig |
Texture Atlas | ❗ Internal |
| Key | Type | Description | Status |
|---|---|---|---|
seed |
number | string |
Seed | |
isTestWorld |
boolean |
Generate a test world with all blocks in the game in a flat surface? | |
wSize |
Vec3<int> |
World size | |
chunkSize |
Vec3<int> |
Chunk size | |
nTrees |
int |
Number of trees in world | |
treeRadius |
Vec2<int> |
Radius of each tree in which to avoid placing other trees | |
treeCollideAction |
TreeCollideAction |
What to do about trees being placed within treeRadius of each other |
|
baseTerrain |
NoiseConfig |
Base terrain noise: Defines shape of terrain height | |
stoneOffset |
NoiseConfig |
Stone offset noise: Defines offset of stone level compared to base terrain |
| Key | Type | Description | Status |
|---|---|---|---|
nScale |
Vec3<float> |
How much to enlarge the noise in each direction | |
octaveMult |
Vec3<float> |
The multiplier from each octave/layer to the next | |
layers |
int |
How many layer/octaves to use | |
nMedian |
float | 'auto' |
Median value of the noise. |
Possible values:
| Value | Description |
|---|---|
'place' |
Place the tree anyway |
'skip' |
Don't place the tree |
'avoid' |
Avoid placing tree in the treeCollideRadius; try and find unoccupied place to place tree |
| Key | Type | Description | Status |
|---|---|---|---|
sensitivity |
float |
How sensitive to be to mouse movements | |
vRotRange |
[float, float] |
The maximum and minimum vertical rotation (so that camera doesn't go upside down) | |
maxMouseMove |
Vec2<float> |
Max mouse movement per frame. Can be useful as a not-very-good workaround to the chrome bug described in #43 |
| Key | Type | Description | Status |
|---|---|---|---|
startPos |
Vec3<float> |
Where the player starts | |
startRot |
Rot3 |
What angle the player starts at | |
speed |
float |
How fast the player moves |
The keys marked as internal as the status or that are in this section are internal and may be changed or removed at any time. Do not rely on these unless you really have to.
| Key | Type | Description | Status |
|---|---|---|---|
vsPath |
path |
Path to the vertex shader passed to WebGL | ❗ Internal |
fsPath |
path |
Path to the fragment shader passed to WebGL | ❗ Internal |
| Key | Type | Description | Status |
|---|---|---|---|
imgPath |
path |
Path to the texture atlas | ❗ Internal |
indexPath |
path |
Path to the atlas-index.json file corresponding to the texture atlas |
❗ Internal |