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added sand to map generator
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9 changed files with 315 additions and 100 deletions
42
src/main.cpp
42
src/main.cpp
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@ -315,43 +315,45 @@ FEATURE: The map could be generated procedually:
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- Simulate rock falling from cliffs when water has removed
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enough solid rock from the bottom
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Doing now:
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----------
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Doing now (most important at the top):
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--------------------------------------
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# maybe done
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* not done
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* Perlin noise stuff sucks in heightmap generation, fix it
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* Create perlin noise functions and use them to get natural randomness
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in everything. No need for attributes or fractal terrain.
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* Do something about AttributeDatabase/List being too slow
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- Remove it
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* Save chunk metadata on disk
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* Remove all kinds of systems that are made redundant by the new map
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generator
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- Sector heightmaps? At least they should be made redundant.
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- Sector objects
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* Do something about AttributeDatabase/List being too slow
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* Save chunk metadata on disk
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* Change water side textures so that buggy water doesn't look bad
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* Fix the strange mineral occurences
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- Do they appear anymore?
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* Make server find the spawning place from the real map data, not from
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the heightmap
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* only_from_disk doesn't work that well anymore
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- But the changing borders of chunk have to be avoided, because
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there is time to generate only one chunk.
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* only_from_disk might not work anymore - check and fix it.
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* Make the generator to run in background and not blocking block
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placement and transfer
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* Fix the strange mineral occurences
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* When the map is generated and a place is found for the player, the
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first chunk is actually still volatile and will have stuff still
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changed after spawning, which creates a lot of glitches.
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- This is partly fixed by now allowing only 2-sector deeep
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modification of volatile chunks. But it should still be fixed?
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- How about checking that the neighbors are fully generated too and
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generate them when the middle piece is needed
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- This is very slow
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- How about just enabling changed_blocks properly
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- This is probably a good idea
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- The server has to make sure the spawn point is not at the
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changing borders of a chunk
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* Add some kind of erosion and other stuff that now is possible
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* Make client to fetch stuff asynchronously
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- Needs method SyncProcessData
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* What is the problem with the server constantly saving one or a few
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blocks? List the first saved block, maybe it explains.
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- Does it still do this?
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* Water doesn't start flowing after map generation like it should
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* Better water generation
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- Are there still problems?
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* Better water generation (spread it to underwater caverns)
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* When generating a chunk and the neighboring chunk doesn't have mud
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and stuff yet and the ground is fairly flat, the mud will flow to
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the other chunk making nasty straight walls when the other chunk
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is generated. Fix it.
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* Save map seed to a metafile (with version information)
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- Remove master heightmap
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======================================================================
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