//WIP float[,] GenerateCaveBlock() { //Ridged multifractal noise float[,] caves = NoiseMap.GenerateCutoffPerlinNoiseMap(WorldSize, WorldSize, 8, 0, 0, caveWaves, 0.6f); return(caves); }
//WIP float[,] GenerateCaveBlock() { //Ridged multifractal noise float[,] caves = NoiseMap.GenerateCutoffPerlinNoiseMap(WorldSize, WorldSize, 8, 0, 0, caveWaves, 0.6f); return(caves); }