public void BuildHeight(INoise noise) { //Build the chunk blocks for (int x = 0; x < ChunkSizeX; x++) { for (int z = 0; z < ChunkSizeZ; z++) { BiomeAttributes biome = m_owner.GetBiome(x, z); for (int y = 0; y < ChunkSizeY; y++) { //Vector3 pos = ; int worldX = (int)(x + m_gameObject.transform.position.x); int worldY = (int)(y + m_gameObject.transform.position.y); int worldZ = (int)(z + m_gameObject.transform.position.z); float value = noise.Compute(worldX, worldY, worldZ); //TODO: Apply the noise and the biome if (y < value) { Blocks[x, y, z] = new Block( biome.Block, new Vector3(x, y, z), m_owner, this); } else { Blocks[x, y, z] = Block.Empty( new Vector3(x, y, z), m_owner, this); } } } } State = ChunkState.Draw; }