feat: shadows, baked vertex AO, post-processing + central config.js
Visuals:
- PCFSoftShadowMap (2048²), directional light follows player with a tight
shadow frustum (SHADOW_AREA) for high texel density; opak blocks cast+receive,
water receives.
- Baked vertex ambient occlusion ("smooth lighting"): per-vertex solid-neighbor
lookup (0fps algorithm) written into a color attribute, with flip-triangulation
to avoid brightness seams across quad diagonals.
- EffectComposer: RenderPass -> UnrealBloomPass (subtle) -> OutputPass with
ACES filmic tone-mapping + sRGB. HalfFloat render target (anti-banding) + MSAA.
Controls:
- Sprint moved from Ctrl to Shift (Ctrl is problematic in browsers). Shift in
fly mode still means "descend" (no conflict, sprint only applies when walking).
config.js:
- New central js/config.js for all tweakable values (world, performance,
renderer/tone-mapping, sky & fog, camera, lighting, shadows, bloom, AO,
player physics, mouse sensitivity, reach) with SHADOWS_ENABLED / BLOOM_ENABLED
feature toggles. Structural engine constants stay in constants.js.
- SEA_LEVEL / WORLD_SEED moved constants.js -> config.js (consumers rewired).
Co-Authored-By: Claude <noreply@anthropic.com>
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// Weltgenerierung: Terrain, Biome, Hoehlen, Wasser, Baeume.
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// Arbeitet direkt auf Chunk-Block-Arrays. Baeume koennen chunk-uebergreifend
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// in Nachbarn schreiben (world.setGen / world.getGen).
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import {
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CHUNK_SIZE, CHUNK_HEIGHT, SEA_LEVEL, BLOCK, BIOME,
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} from './constants.js';
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import { CHUNK_SIZE, CHUNK_HEIGHT, BLOCK, BIOME } from './constants.js';
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import { SEA_LEVEL } from './config.js';
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import {
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noise2DTerrain, noise2DDetail, noise2DTemp, noise2DHumid, noise3DCave, fbm2,
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} from './noise.js';
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