forked from Mirrorlandia_minetest/minetest
Updated comments
This commit is contained in:
parent
682c9d8e7d
commit
6378a71ea5
63
src/main.cpp
63
src/main.cpp
@ -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
|
||||||
|
Loading…
Reference in New Issue
Block a user