refactor: move world concepts into engine

This commit is contained in:
Toad 2026-08-24 15:17:53 +02:00
parent eeedcb8e48
commit 2d15c7ab8d
52 changed files with 3298 additions and 1558 deletions

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@ -46,10 +46,8 @@ export type RenderConfig = {
* short draw distance and the shimmer of far geometry. It also colors pixels
* no triangle covers, so the frame's clear color should match `fog.color`. */
fog: Fog | null
/** Beyond this distance (world units) trees + boulders draw as cheap low-poly
* impostors instead of full geometry, cutting per-triangle work in dense
* views. Kept inside `fog.far` so far detail is already fog-dimmed at the
* switch; `Infinity` disables LOD. */
/** Beyond this distance (world units), chunks draw their cheaper far groups
* instead of near geometry. `Infinity` disables LOD. */
lodDistance: number
}