Tried out this fractal terrain stuff but it just looks the same i guess?
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@ -14,8 +14,8 @@ PerlinTerrainNode::PerlinTerrainNode(wstring name, wstring seed, float chunkSize
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void PerlinTerrainNode::GeneratePerlinValues()
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{
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std::seed_seq seedGenerator(_seedString.begin(), _seedString.end());
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std::mt19937 generator;
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generator.seed(seedGenerator);
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_generator.seed(seedGenerator);
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std::uniform_int_distribution<> dist(0, 511);
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char bufferChar;
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int newPosition;
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@ -25,7 +25,7 @@ void PerlinTerrainNode::GeneratePerlinValues()
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for (int i = 0; i < 512; i++)
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{
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newPosition = dist(generator);
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newPosition = dist(_generator);
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bufferChar = _p[i];
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_p[i] = _p[newPosition];
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_p[newPosition] = bufferChar;
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