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Revert mapgen to best working version (2)
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parent
685a635aea
commit
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6 changed files with 344 additions and 2830 deletions
34
src/main.cpp
34
src/main.cpp
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@ -259,11 +259,11 @@ FEATURE: Erosion simulation at map generation time
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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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Mapgen v2 (not doing):
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Mapgen v2:
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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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* Add some kind of erosion and other stuff that now is possible
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* Possibly add some kind of erosion and other stuff
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* Make client to fetch stuff asynchronously
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- Needs method SyncProcessData
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* Better water generation (spread it to underwater caverns but don't
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@ -273,28 +273,6 @@ Mapgen v2 (not doing):
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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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Mapgen v4 (not doing):
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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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* Make chunks to be tiled vertically too
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* MAKE IT FASTER
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Mapgen v3 (not doing):
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* Generate trees better
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- Add a "trees_added" flag to sector, or something
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* How 'bout making turbulence controlled so that for a given 2d position
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it can be completely turned off, and is usually so. This way generation
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can be sped up a lot.
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* Add a way to generate a block partly, so that trees are not added, like
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the chunks in v2
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* Add mud "discretely", not by guessing from the noise
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Mapgen v4:
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* This will be the final way.
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* Generate blocks in the same way as chunks, by copying a VoxelManipulator
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from the map that is one block larger in all directions.
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Misc. stuff:
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------------
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* Make an "environment metafile" to store at least time of day
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@ -1275,6 +1253,7 @@ void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
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}
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}
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#if 0
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video::ITexture *g_map_plot_texture = NULL;
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float g_map_plot_texture_scale = 4;
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@ -1416,6 +1395,7 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
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img->drop();
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assert(g_map_plot_texture);
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}
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#endif
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// Chat data
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struct ChatLine
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@ -3219,7 +3199,7 @@ int main(int argc, char *argv[])
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x++;
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}
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}
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#if 0
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/*
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Draw map plot
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*/
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@ -3234,7 +3214,7 @@ int main(int argc, char *argv[])
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core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize());
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driver->draw2DImage(g_map_plot_texture, dest, source);
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}
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#endif
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/*
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Draw crosshair
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*/
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@ -3277,6 +3257,7 @@ int main(int argc, char *argv[])
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End of drawing
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*/
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#if 0
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/*
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Refresh map plot if player has moved considerably
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*/
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@ -3291,6 +3272,7 @@ int main(int argc, char *argv[])
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}
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g_refresh_map_plot = false;
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}
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#endif
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static s16 lastFPS = 0;
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//u16 fps = driver->getFPS();
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