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added sand to map generator

This commit is contained in:
Perttu Ahola 2011-02-04 14:32:30 +02:00
parent 6545ea12e9
commit 7f2aa30bf2
9 changed files with 315 additions and 100 deletions

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