Updated comments

This commit is contained in:
Perttu Ahola 2011-06-17 23:28:25 +03:00
parent 682c9d8e7d
commit 6378a71ea5
2 changed files with 29 additions and 36 deletions

@ -89,6 +89,17 @@ SUGG: Make a system for pregenerating quick information for mapblocks, so
that the client can show them as cubes before they are actually sent that the client can show them as cubes before they are actually sent
or even generated. or even generated.
SUGG: Erosion simulation at map generation time
- Simulate water flows, which would carve out dirt fast and
then turn stone into gravel and sand and relocate it.
- How about relocating minerals, too? Coal and gold in
downstream sand and gravel would be kind of cool
- This would need a better way of handling minerals, mainly
to have mineral content as a separate field. the first
parameter field is free for this.
- Simulate rock falling from cliffs when water has removed
enough solid rock from the bottom
Gaming ideas: Gaming ideas:
------------- -------------
@ -172,14 +183,9 @@ TODO: A setting for enabling bilinear filtering for textures
TODO: Better control of draw_control.wanted_max_blocks TODO: Better control of draw_control.wanted_max_blocks
TODO: Block mesh generator to tile properly on smooth lighting
TODO: Further investigate the use of GPU lighting in addition to the TODO: Further investigate the use of GPU lighting in addition to the
current one current one
TODO: Quick drawing of huge distances according to heightmap has to be
tested once again.
Configuration: Configuration:
-------------- --------------
@ -204,6 +210,9 @@ TODO: Don't update all meshes always on single node changes, but
FIXME: When disconnected to the menu, memory is not freed properly FIXME: When disconnected to the menu, memory is not freed properly
TODO: Investigate how much the mesh generator thread gets used when
transferring map data
Server: Server:
------- -------
@ -220,24 +229,20 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
FIXME: The new optimized map sending doesn't sometimes send enough blocks FIXME: The new optimized map sending doesn't sometimes send enough blocks
from big caves and such from big caves and such
FIXME: Block send distance configuration does not take effect for some reason
* Take player's walking direction into account in GetNextBlocks
TODO: Map saving should be done by EmergeThread TODO: Map saving should be done by EmergeThread
SUGG: Map unloading based on sector reference is not very good, it keeps SUGG: Map unloading based on sector reference is not very good, it keeps
unnecessary stuff in memory. I guess. Investigate this. unnecessary stuff in memory. I guess. Investigate this.
TODO: FIXME: Make furnaces handle long step() times better; now a 10-day
dtime for a bunch of furnaces will take ages
TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set
the direction accordingly. the direction accordingly.
Environment: Environment:
------------ ------------
TODO: A list of "active blocks" in which stuff happens. TODO: A list of "active blocks" in which stuff happens. (+=done)
+ Add a never-resetted game timer to the server + Add a never-resetted game timer to the server
+ Add a timestamp value to blocks + Add a timestamp value to blocks
+ The simple rule: All blocks near some player are "active" + The simple rule: All blocks near some player are "active"
@ -288,21 +293,11 @@ Map:
TODO: Mineral and ground material properties TODO: Mineral and ground material properties
- This way mineral ground toughness can be calculated with just - This way mineral ground toughness can be calculated with just
some formula, as well as tool strengths some formula, as well as tool strengths
- There are TODOs in appropriate files: material.h, content_mapnode.h
TODO: Flowing water to actually contain flow direction information TODO: Flowing water to actually contain flow direction information
- There is a space for this - it just has to be implemented. - There is a space for this - it just has to be implemented.
SUGG: Erosion simulation at map generation time
- Simulate water flows, which would carve out dirt fast and
then turn stone into gravel and sand and relocate it.
- How about relocating minerals, too? Coal and gold in
downstream sand and gravel would be kind of cool
- This would need a better way of handling minerals, mainly
to have mineral content as a separate field. the first
parameter field is free for this.
- Simulate rock falling from cliffs when water has removed
enough solid rock from the bottom
SUGG: Try out the notch way of generating maps, that is, make bunches SUGG: Try out the notch way of generating maps, that is, make bunches
of low-res 3d noise and interpolate linearly. of low-res 3d noise and interpolate linearly.
@ -328,8 +323,17 @@ TODO: Add a not_fully_generated flag to MapBlock, which would be set for
Misc. stuff: Misc. stuff:
------------ ------------
* Move digging property stuff from material.{h,cpp} to mapnode.cpp - Make sure server handles removing grass when a block is placed (etc)
- ...Or maybe move content_features to material.{h,cpp}? - The client should not do it by itself
- Block cube placement around player's head
- Protocol version field
- Consider getting some textures from cisoun's texture pack
- Ask from Cisoun
- Make sure the fence implementation and data format is good
- Think about using same bits for material for fences and doors, for
example
- Finish the ActiveBlockModifier stuff and use it for something
- Move mineral to param2, increment map serialization version, add conversion
Making it more portable: Making it more portable:
------------------------ ------------------------
@ -342,17 +346,6 @@ Fixes to the current release:
Stuff to do after release: Stuff to do after release:
--------------------------- ---------------------------
- Make sure server handles removing grass when a block is placed (etc)
- The client should not do it by itself
- Block cube placement around player's head
- Protocol version field
- Consider getting some textures from cisoun's texture pack
- Ask from Cisoun
- Make sure the fence implementation and data format is good
- Think about using same bits for material for fences and doors, for
example
- Finish the ActiveBlockModifier stuff and use it for something
- Move mineral to param2, increment map serialization version, add conversion
====================================================================== ======================================================================

@ -49,7 +49,7 @@ struct DiggingProperties
}; };
/* /*
This is a DEPRECATED way of determining mining characteristics. This is a bad way of determining mining characteristics.
TODO: Get rid of this and set up some attributes like toughness, TODO: Get rid of this and set up some attributes like toughness,
fluffyness, and a funciton to calculate time and durability loss fluffyness, and a funciton to calculate time and durability loss
(and sound? and whatever else) from them (and sound? and whatever else) from them