mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
tried to reduce unnecessary map saving disk i/o a bit
This commit is contained in:
parent
a649d43fe7
commit
9b565b6bc4
5 changed files with 106 additions and 58 deletions
12
src/main.cpp
12
src/main.cpp
|
@ -297,7 +297,7 @@ SUGG: Erosion simulation at map generation time
|
|||
SUGG: Try out the notch way of generating maps, that is, make bunches
|
||||
of low-res 3d noise and interpolate linearly.
|
||||
|
||||
Mapgen v2:
|
||||
Mapgen v2 (the current one):
|
||||
* Possibly add some kind of erosion and other stuff
|
||||
* Better water generation (spread it to underwater caverns but don't
|
||||
fill dungeons that don't touch big water masses)
|
||||
|
@ -306,6 +306,16 @@ Mapgen v2:
|
|||
the other chunk making nasty straight walls when the other chunk
|
||||
is generated. Fix it. Maybe just a special case if the ground is
|
||||
flat?
|
||||
* Consider not updating this one and make a good mainly block-based
|
||||
generator
|
||||
|
||||
SUGG: Make two "modified states", one that forces the block to be saved at
|
||||
the next save event, and one that makes the block to be saved at exit
|
||||
time.
|
||||
|
||||
TODO: Add a not_fully_generated flag to MapBlock, which would be set for
|
||||
blocks that contain eg. trees from neighboring generations but haven't
|
||||
been generated itself. This is required for the future generator.
|
||||
|
||||
Misc. stuff:
|
||||
------------
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue