Complete infinite 3D universe with all systems integrated: Features: - Particle effects (rain, snow, fireflies with physics) - Day/night cycle (dynamic sun, sky colors, time display) - Infinite biome generation (6 biomes, chunk loading) - Transportation system (teleport, flying, fast travel) - Living AI agents (Alice, Aria, Lucidia in 3D) - Perlin noise terrain (procedural, deterministic) - Glass morphism UI (modern, beautiful) Technical: - Single 40KB HTML file with entire metaverse - Three.js r160 + WebGL 2.0 - 60 FPS target performance - Up to 3,100 particles active - ~25 chunks loaded in view - Custom Perlin noise implementation Controls: - WASD + Mouse - Move and look - F - Toggle flying - T - Teleport menu - R/N/G - Rain/Snow/Fireflies Live: https://ba23b228.blackroad-metaverse.pages.dev Built with 💚 for infinite exploration and freedom 🌌 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
481 lines
14 KiB
JavaScript
481 lines
14 KiB
JavaScript
/**
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* INFINITE BIOME GENERATION
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*
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* Procedurally generates never-ending beautiful landscapes:
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* - Forests with trees and flowers
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* - Oceans with waves
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* - Mountains with snow
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* - Deserts with dunes
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* - Crystal caverns
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* - Floating islands
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* - And infinite more...
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*/
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import * as THREE from 'three';
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/**
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* PERLIN NOISE
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* For natural terrain generation
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*/
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class PerlinNoise {
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constructor(seed = Math.random()) {
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this.grad3 = [[1,1,0],[-1,1,0],[1,-1,0],[-1,-1,0],
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[1,0,1],[-1,0,1],[1,0,-1],[-1,0,-1],
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[0,1,1],[0,-1,1],[0,1,-1],[0,-1,-1]];
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this.p = [];
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for(let i=0; i<256; i++) {
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this.p[i] = Math.floor(Math.random() * 256);
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}
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this.perm = [];
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for(let i=0; i<512; i++) {
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this.perm[i] = this.p[i & 255];
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}
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}
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dot(g, x, y, z) {
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return g[0]*x + g[1]*y + g[2]*z;
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}
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mix(a, b, t) {
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return (1-t)*a + t*b;
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}
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fade(t) {
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return t*t*t*(t*(t*6-15)+10);
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}
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noise(x, y, z) {
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let X = Math.floor(x) & 255;
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let Y = Math.floor(y) & 255;
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let Z = Math.floor(z) & 255;
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x -= Math.floor(x);
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y -= Math.floor(y);
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z -= Math.floor(z);
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let u = this.fade(x);
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let v = this.fade(y);
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let w = this.fade(z);
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let A = this.perm[X ]+Y, AA = this.perm[A]+Z, AB = this.perm[A+1]+Z;
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let B = this.perm[X+1]+Y, BA = this.perm[B]+Z, BB = this.perm[B+1]+Z;
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return this.mix(
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this.mix(
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this.mix(this.dot(this.grad3[this.perm[AA ]%12], x, y, z),
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this.dot(this.grad3[this.perm[BA ]%12], x-1, y, z), u),
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this.mix(this.dot(this.grad3[this.perm[AB ]%12], x, y-1, z),
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this.dot(this.grad3[this.perm[BB ]%12], x-1, y-1, z), u), v),
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this.mix(
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this.mix(this.dot(this.grad3[this.perm[AA+1]%12], x, y, z-1),
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this.dot(this.grad3[this.perm[BA+1]%12], x-1, y, z-1), u),
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this.mix(this.dot(this.grad3[this.perm[AB+1]%12], x, y-1, z-1),
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this.dot(this.grad3[this.perm[BB+1]%12], x-1, y-1, z-1), u), v), w);
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}
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}
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/**
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* BIOME TYPES
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*/
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export const BIOMES = {
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FOREST: {
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name: 'Enchanted Forest',
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colors: {
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ground: 0x2d5016,
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plants: 0x4CAF50,
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flowers: [0xFF6B9D, 0xFFD700, 0x9B59B6, 0x4A90E2],
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sky: 0x87CEEB
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},
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features: ['trees', 'flowers', 'mushrooms', 'fireflies'],
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density: 0.3,
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heightVariation: 5
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},
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OCEAN: {
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name: 'Infinite Ocean',
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colors: {
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water: 0x006994,
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foam: 0xffffff,
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sky: 0x87CEEB
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},
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features: ['waves', 'coral', 'fish', 'seaweed'],
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density: 0.1,
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heightVariation: 2
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},
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MOUNTAIN: {
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name: 'Crystalline Peaks',
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colors: {
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rock: 0x8B7355,
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snow: 0xFFFAFA,
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crystal: 0x9B59B6,
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sky: 0xB0E0E6
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},
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features: ['peaks', 'snow', 'crystals', 'ice'],
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density: 0.2,
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heightVariation: 50
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},
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DESERT: {
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name: 'Golden Dunes',
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colors: {
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sand: 0xF4A460,
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rock: 0x8B7355,
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sky: 0xFFA500
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},
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features: ['dunes', 'cacti', 'rocks', 'mirages'],
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density: 0.05,
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heightVariation: 10
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},
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CRYSTAL: {
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name: 'Crystal Caverns',
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colors: {
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crystal: [0x9B59B6, 0x4A90E2, 0xE74C3C, 0x27AE60],
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glow: 0xFFFFFF,
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ground: 0x2C3E50
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},
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features: ['giant_crystals', 'glowing_ore', 'gems', 'light_beams'],
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density: 0.4,
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heightVariation: 15
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},
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FLOATING: {
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name: 'Sky Islands',
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colors: {
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grass: 0x7CFC00,
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stone: 0x708090,
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sky: 0xE0F6FF,
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clouds: 0xFFFFFF
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},
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features: ['floating_islands', 'waterfalls', 'clouds', 'birds'],
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density: 0.15,
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heightVariation: 30
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}
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};
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/**
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* INFINITE BIOME GENERATOR
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*/
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export class InfiniteBiomeGenerator {
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constructor(scene) {
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this.scene = scene;
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this.noise = new PerlinNoise();
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this.chunks = new Map();
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this.chunkSize = 50;
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this.renderDistance = 5; // chunks
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this.currentChunk = { x: 0, z: 0 };
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}
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/**
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* Get biome at world position
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*/
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getBiomeAt(x, z) {
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// Use noise to determine biome
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const biomeNoise = this.noise.noise(x * 0.01, 0, z * 0.01);
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const moistureNoise = this.noise.noise(x * 0.02, 100, z * 0.02);
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if (biomeNoise > 0.6) return BIOMES.MOUNTAIN;
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if (biomeNoise < -0.3) return BIOMES.OCEAN;
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if (moistureNoise > 0.3) return BIOMES.FOREST;
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if (moistureNoise < -0.3) return BIOMES.DESERT;
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if (Math.abs(biomeNoise) < 0.1 && Math.abs(moistureNoise) < 0.1) return BIOMES.CRYSTAL;
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if (biomeNoise > 0.4 && moistureNoise > 0) return BIOMES.FLOATING;
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return BIOMES.FOREST; // Default
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}
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/**
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* Generate terrain chunk
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*/
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generateChunk(chunkX, chunkZ) {
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const chunkKey = `${chunkX},${chunkZ}`;
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if (this.chunks.has(chunkKey)) return this.chunks.get(chunkKey);
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const chunk = new THREE.Group();
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chunk.name = chunkKey;
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const startX = chunkX * this.chunkSize;
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const startZ = chunkZ * this.chunkSize;
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// Generate terrain mesh
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const resolution = 32;
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const geometry = new THREE.PlaneGeometry(
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this.chunkSize,
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this.chunkSize,
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resolution - 1,
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resolution - 1
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);
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const vertices = geometry.attributes.position.array;
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const biome = this.getBiomeAt(startX + this.chunkSize/2, startZ + this.chunkSize/2);
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// Heightmap
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for (let i = 0; i < vertices.length; i += 3) {
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const x = vertices[i] + startX;
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const z = vertices[i + 1] + startZ;
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// Multi-octave noise for natural terrain
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let height = 0;
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height += this.noise.noise(x * 0.02, 0, z * 0.02) * 10;
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height += this.noise.noise(x * 0.05, 1, z * 0.05) * 5;
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height += this.noise.noise(x * 0.1, 2, z * 0.1) * 2;
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vertices[i + 2] = height * (biome.heightVariation / 10);
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}
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geometry.attributes.position.needsUpdate = true;
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geometry.computeVertexNormals();
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// Material based on biome
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const material = new THREE.MeshStandardMaterial({
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color: biome.colors.ground || biome.colors.grass || 0x4CAF50,
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roughness: 0.8,
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metalness: 0.2
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});
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const terrain = new THREE.Mesh(geometry, material);
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terrain.rotation.x = -Math.PI / 2;
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terrain.position.set(startX + this.chunkSize/2, 0, startZ + this.chunkSize/2);
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chunk.add(terrain);
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// Add biome features
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this.addBiomeFeatures(chunk, startX, startZ, biome);
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chunk.position.set(0, 0, 0);
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this.scene.add(chunk);
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this.chunks.set(chunkKey, chunk);
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return chunk;
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}
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/**
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* Add beautiful features to biome
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*/
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addBiomeFeatures(chunk, startX, startZ, biome) {
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const features = biome.features;
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// Trees
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if (features.includes('trees')) {
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for (let i = 0; i < 20; i++) {
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const x = startX + Math.random() * this.chunkSize;
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const z = startZ + Math.random() * this.chunkSize;
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const y = this.getHeightAt(x, z);
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this.createTree(chunk, x, y, z, biome);
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}
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}
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// Flowers
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if (features.includes('flowers')) {
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for (let i = 0; i < 50; i++) {
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const x = startX + Math.random() * this.chunkSize;
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const z = startZ + Math.random() * this.chunkSize;
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const y = this.getHeightAt(x, z);
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this.createFlower(chunk, x, y, z, biome);
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}
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}
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// Crystals
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if (features.includes('giant_crystals')) {
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for (let i = 0; i < 10; i++) {
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const x = startX + Math.random() * this.chunkSize;
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const z = startZ + Math.random() * this.chunkSize;
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const y = this.getHeightAt(x, z);
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this.createCrystal(chunk, x, y, z, biome);
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}
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}
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// Floating islands
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if (features.includes('floating_islands')) {
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for (let i = 0; i < 3; i++) {
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const x = startX + Math.random() * this.chunkSize;
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const z = startZ + Math.random() * this.chunkSize;
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const y = 20 + Math.random() * 30;
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this.createFloatingIsland(chunk, x, y, z);
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}
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}
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}
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/**
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* Create beautiful tree
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*/
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createTree(chunk, x, y, z, biome) {
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const tree = new THREE.Group();
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// Trunk
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const trunk = new THREE.Mesh(
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new THREE.CylinderGeometry(0.3, 0.5, 5, 8),
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new THREE.MeshStandardMaterial({ color: 0x8B4513 })
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);
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trunk.position.y = 2.5;
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tree.add(trunk);
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// Foliage
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const foliage = new THREE.Mesh(
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new THREE.SphereGeometry(3, 8, 8),
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new THREE.MeshStandardMaterial({
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color: biome.colors.plants,
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roughness: 0.9
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})
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);
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foliage.position.y = 6;
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tree.add(foliage);
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tree.position.set(x, y, z);
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chunk.add(tree);
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}
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/**
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* Create beautiful flower
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*/
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createFlower(chunk, x, y, z, biome) {
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const flower = new THREE.Group();
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// Stem
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const stem = new THREE.Mesh(
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new THREE.CylinderGeometry(0.02, 0.02, 0.5, 4),
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new THREE.MeshStandardMaterial({ color: 0x228B22 })
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);
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stem.position.y = 0.25;
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flower.add(stem);
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// Petals
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const colors = biome.colors.flowers || [0xFF69B4];
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const petalColor = colors[Math.floor(Math.random() * colors.length)];
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for (let i = 0; i < 6; i++) {
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const petal = new THREE.Mesh(
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new THREE.CircleGeometry(0.2, 16),
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new THREE.MeshStandardMaterial({
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color: petalColor,
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side: THREE.DoubleSide
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})
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);
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const angle = (i / 6) * Math.PI * 2;
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petal.position.set(
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Math.cos(angle) * 0.2,
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0.5,
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Math.sin(angle) * 0.2
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);
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petal.rotation.y = angle;
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flower.add(petal);
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}
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// Center
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const center = new THREE.Mesh(
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new THREE.SphereGeometry(0.1, 8, 8),
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new THREE.MeshStandardMaterial({ color: 0xFFD700 })
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);
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center.position.y = 0.5;
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flower.add(center);
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flower.position.set(x, y, z);
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chunk.add(flower);
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}
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/**
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* Create glowing crystal
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*/
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createCrystal(chunk, x, y, z, biome) {
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const height = 3 + Math.random() * 5;
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const colors = biome.colors.crystal;
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const color = Array.isArray(colors)
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? colors[Math.floor(Math.random() * colors.length)]
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: colors;
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const crystal = new THREE.Mesh(
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new THREE.ConeGeometry(0.5, height, 6),
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new THREE.MeshStandardMaterial({
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color: color,
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emissive: color,
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emissiveIntensity: 0.5,
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metalness: 0.8,
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roughness: 0.2,
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transparent: true,
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opacity: 0.8
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})
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);
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crystal.position.set(x, y + height/2, z);
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crystal.rotation.y = Math.random() * Math.PI;
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// Add point light
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const light = new THREE.PointLight(color, 2, 10);
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light.position.set(x, y + height, z);
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chunk.add(light);
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chunk.add(crystal);
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}
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/**
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* Create floating island
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*/
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createFloatingIsland(chunk, x, y, z) {
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const island = new THREE.Group();
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// Base
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const base = new THREE.Mesh(
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new THREE.SphereGeometry(5, 16, 16, 0, Math.PI * 2, 0, Math.PI / 2),
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new THREE.MeshStandardMaterial({ color: 0x8B7355 })
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);
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island.add(base);
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// Grass top
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const grass = new THREE.Mesh(
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new THREE.CircleGeometry(5, 32),
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new THREE.MeshStandardMaterial({ color: 0x7CFC00 })
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);
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grass.rotation.x = -Math.PI / 2;
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island.add(grass);
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// Waterfall
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const water = new THREE.Mesh(
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new THREE.CylinderGeometry(0.5, 0.5, y, 8, 1, true),
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new THREE.MeshStandardMaterial({
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color: 0x4A90E2,
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transparent: true,
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opacity: 0.6
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})
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);
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water.position.set(4, -y/2, 0);
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island.add(water);
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island.position.set(x, y, z);
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chunk.add(island);
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}
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/**
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* Get terrain height at position
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*/
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getHeightAt(x, z) {
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let height = 0;
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height += this.noise.noise(x * 0.02, 0, z * 0.02) * 10;
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height += this.noise.noise(x * 0.05, 1, z * 0.05) * 5;
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height += this.noise.noise(x * 0.1, 2, z * 0.1) * 2;
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return height;
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}
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/**
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* Update chunks based on player position
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*/
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update(playerX, playerZ) {
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const chunkX = Math.floor(playerX / this.chunkSize);
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const chunkZ = Math.floor(playerZ / this.chunkSize);
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// Generate new chunks in render distance
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for (let x = chunkX - this.renderDistance; x <= chunkX + this.renderDistance; x++) {
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for (let z = chunkZ - this.renderDistance; z <= chunkZ + this.renderDistance; z++) {
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this.generateChunk(x, z);
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}
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}
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// Unload distant chunks
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for (const [key, chunk] of this.chunks.entries()) {
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const [cx, cz] = key.split(',').map(Number);
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const distance = Math.max(Math.abs(cx - chunkX), Math.abs(cz - chunkZ));
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if (distance > this.renderDistance + 2) {
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this.scene.remove(chunk);
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this.chunks.delete(key);
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}
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}
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}
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}
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export default InfiniteBiomeGenerator;
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