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This map generator is starting to look pretty good now... also, disabled loading player position from disk because map is regenerated always.

This commit is contained in:
Perttu Ahola 2011-02-01 16:17:55 +02:00
parent 56320f7e8d
commit e92238edc8
11 changed files with 437 additions and 442 deletions

View file

@ -333,6 +333,19 @@ Doing now:
* 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
======================================================================
@ -2690,8 +2703,7 @@ int main(int argc, char *argv[])
}
// We want a slight delay to very little
// time consuming nodes
//float mindelay = 0.15;
float mindelay = 0.20;
float mindelay = 0.15;
if(nodig_delay_counter < mindelay)
{
nodig_delay_counter = mindelay;