private List <CaveRoom> GenerateRooms(int roomCount = 4) { List <CaveRoom> rooms = new List <CaveRoom>(); for (int i = 0; i < roomCount; i++) { Vector3 size = GenRan.RandomVector3(8, 32, 3, 7, 8, 32); Vec3i roomPos = GenRan.RandomVec3i((int)size.x + 1, (int)(TileSize.x - size.x - 1), (int)size.y + 1, (int)(World.ChunkHeight - size.y - 1), (int)size.z + 1, (int)(TileSize.z - size.z - 1)); Debug.Log(roomPos + "_" + size); rooms.Add(new CaveRoom(roomPos, size, new Vec3i(0, 0, 0), new Vec3i(0, 0, 0))); List <Vec3i> vs = rooms[rooms.Count - 1].AllPointsInside(); Debug.Log(vs.Count + " nodes total"); foreach (Vec3i v in vs) { //if(InBounds(v)) ClearVoxelNode(v.x, v.y, v.z); Densities[v.x, v.y, v.z] = 0; } } return(rooms); }