color = color * 0.15f + 0.25f;
glm::vec3 rot(0.000001f);
- rot.x *= (rand() % 32);
- rot.y *= (rand() % 32);
- rot.z *= (rand() % 32);
+ rot.x *= (rand() % 1024);
+ rot.y *= (rand() % 1024);
+ rot.z *= (rand() % 1024);
Entity &e = world.AddEntity();
e.Name("test");
e.Position(chunk, pos);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);
- e.SetShape(world.BlockTypes()[1].shape, color);
+ e.SetShape(world.BlockTypes()[1].shape, color, 2);
e.AngularVelocity(rot);
Controller *ctrl;
if (rand() % 2) {
ctrl = new RandomWalk(e);
} else {
- ctrl = new Chaser(e, world.Player());
+ ctrl = new Chaser(world, e, world.Player());
}
controllers.emplace_back(ctrl);
}