1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

commit before some radical changes

This commit is contained in:
Perttu Ahola 2011-04-02 13:44:06 +03:00
parent 2e7b15fed3
commit 2990f5d90b
8 changed files with 204 additions and 138 deletions

View file

@ -160,6 +160,9 @@ TODO: Flowing water animation
* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
animating them is easier.
Configuration:
--------------
@ -242,9 +245,6 @@ TODO: Mineral and ground material properties
TODO: Flowing water to actually contain flow direction information
TODO: Remove duplicate lighting implementation from Map (leave
VoxelManipulator, which is faster)
FEATURE: Create a system that allows a huge amount of different "map
generator modules/filters"
@ -273,18 +273,27 @@ Mapgen v2:
the other chunk making nasty straight walls when the other chunk
is generated. Fix it.
Mapgen v4 (not doing):
* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
* Make chunks to be tiled vertically too
* MAKE IT FASTER
Mapgen v3:
* Generate trees better
- Add a "trees_added" flag to sector, or something
* How 'bout making turbulence controlled so that for a given 2d position
it can be completely turned off, and is usually so. This way generation
can be sped up a lot.
* Add a way to generate a block partly, so that trees are not added, like
the chunks in v2
* Add mud "discretely", not by guessing from the noise
Mapgen v4:
* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
* Make chunks to be tiled vertically too
* This will be the final way.
* Generate blocks in the same way as chunks, by copying a voxelmanipulator
from the map that is one block larger in all directions.
Misc. stuff:
------------