## Chelsea's MC Worldgen Chelsea's take on Minecraft terrain lives here: a fast C port of my original Python generator with multithreaded chunk workers, Simplex noise, and just enough chaos to keep it interesting. Consider it about **3/4 vibecoded**—the math is solid, but a quarter of the surface area is vibes, instinct, and late-night tuning. ### What it does - Generates chunk data compatible with vanilla region (`.mca`) files or raw binary dumps. - Keeps the original Python ordering for noise, terrain, ores, and tree placement so worlds feel familiar. - Splits work efficiently across threads so you can saturate multi-core machines or scatter jobs in a cluster. ### Build it ```sh make ``` This drops the `worldgen` binary into `bin/`. ### Run it ```sh ./bin/worldgen --radius 2 --threads 8 --out output ``` Key flags: - `--radius R` with optional `--center-x`/`--center-z` for quick square patches. - `--min-x`, `--max-x`, `--min-z`, `--max-z` for explicit rectangles (great for splitting work across machines). - `--threads N` to match your CPU. - `--seed S`, `--sea-level L`, and `--format mca|bin` for the usual customization knobs. `mca` (default) writes region files you can copy directly into a world directory under `region/`. `bin` preserves the older chunk-dump pipeline for custom tooling. ### Output anatomy Each chunk blob contains: 1. `int32 chunk_x`, `int32 chunk_z` 2. `uint16 heightmap[16][16]` 3. `uint16 blocks[256][16][16]` Chunks are independent, so spray out ranges across machines and merge by simply putting the files in the same output directory. ### State of the vibes - Noise scaffolding is done. - Decoration passes (ores, trees) mirror the Python original. - Region writer is battle-tested, but I still keep eyes on biome edges. - Feature ideas welcome—PRs, issues, or just DM me about the remaining 1/4 vibe debt.