forked from Mirrorlandia_minetest/minetest
cleaning notes and stuff
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@ -10,7 +10,7 @@
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#else
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#define BUILD_TYPE "Debug"
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#endif
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#define BUILD_INFO "VER="VERSION_STRING" BUILD_DATE=@BUILD_DATE@ RUN_IN_PLACE=@RUN_IN_PLACE@ INSTALL_PREFIX=@CMAKE_INSTALL_PREFIX@ BUILD_TYPE="BUILD_TYPE
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#define BUILD_INFO "VER="VERSION_STRING" RUN_IN_PLACE=@RUN_IN_PLACE@ INSTALL_PREFIX=@CMAKE_INSTALL_PREFIX@ BUILD_TYPE="BUILD_TYPE
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#endif
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82
src/main.cpp
82
src/main.cpp
@ -28,8 +28,8 @@ NOTE: VBO cannot be turned on for fast-changing stuff because there
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NOTE: iostream.imbue(std::locale("C")) is very slow
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NOTE: Global locale is now set at initialization
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Random suggeestions:
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--------------------
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Random suggeestions (AKA very old suggestions that haven't been done):
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----------------------------------------------------------------------
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SUGG: Fix address to be ipv6 compatible
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@ -42,12 +42,7 @@ SUGG: Use same technique for sector heightmaps as what we're
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using for UnlimitedHeightmap? (getting all neighbors
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when generating)
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SUGG: Transfer more blocks in a single packet
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SUGG: A blockdata combiner class, to which blocks are added and at
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destruction it sends all the stuff in as few packets as possible.
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SUGG: If player is on ground, mainly fetch ground-level blocks
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SUGG: Fetch stuff mainly from the viewing direction
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SUGG: Expose Connection's seqnums and ACKs to server and client.
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- This enables saving many packets and making a faster connection
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@ -61,23 +56,21 @@ SUGG: More fine-grained control of client's dumping of blocks from
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SUGG: A map editing mode (similar to dedicated server mode)
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SUGG: Add a time value to the param of footstepped grass and check it
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against a global timer when a block is accessed, to make old
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steps fade away.
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SUGG: Make a copy of close-range environment on client for showing
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on screen, with minimal mutexes to slow down the main loop
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SUGG: Transfer more blocks in a single packet
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SUGG: A blockdata combiner class, to which blocks are added and at
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destruction it sends all the stuff in as few packets as possible.
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SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
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it by sending more stuff in a single packet.
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- Add a packet queue to RemoteClient, from which packets will be
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combined with object data packets
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- This is not exactly trivial: the object data packets are
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sometimes very big by themselves
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- This might not give much network performance gain though.
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SUGG: Split MapBlockObject serialization to to-client and to-disk
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- This will allow saving ages of rats on disk but not sending
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them to clients
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- Not applicable. MapBlockObjects will be removed in the future.
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SUGG: MovingObject::move and Player::move are basically the same.
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combine them.
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@ -91,7 +84,7 @@ SUGG: Precalculate lighting translation table at runtime (at startup)
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SUGG: A version number to blocks, which increments when the block is
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modified (node add/remove, water update, lighting update)
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- This can then be used to make sure the most recent version of
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a block has been sent to client
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a block has been sent to client, for example
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SUGG: Make the amount of blocks sending to client and the total
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amount of blocks dynamically limited. Transferring blocks is the
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@ -115,12 +108,15 @@ Gaming ideas:
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Game content:
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-------------
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- When furnace is destroyed, move items to player's inventory
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- Add lots of stuff, no matter if they have really no real purpose.
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- Glass blocks
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- WHen furnace is destroyed, move items to player's inventory
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- Growing grass, decaying leaves
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- This can be done in the active blocks I guess.
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- Lots of stuff can be done in the active blocks.
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- Uh, is there an active block list somewhere?
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- Player health points
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- When player dies, throw items on map
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Documentation:
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--------------
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@ -136,32 +132,19 @@ TODO: Get rid of GotSplitPacketException
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GUI:
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----
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TODO: Add gui option to remove map
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TODO: Configuration menu, at least for keys
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Graphics:
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---------
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TODO: Optimize day/night mesh updating somehow
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- create copies of all textures for all lighting values and only
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change texture for material?
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- Umm... the collecting of the faces is the slow part
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-> what about just changing the color values of the existing
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meshbuffers? It should go quite fast.
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- This is not easy; There'd need to be a buffer somewhere
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that would contain the night and day lighting values.
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- Actually if FastFaces would be stored, they could
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hold both values
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FEATURE: Combine MapBlock's face caches to so big pieces that VBO
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SUGG: Combine MapBlock's face caches to so big pieces that VBO
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gets used
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- That is >500 vertices
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- This is not easy; all the MapBlocks close to the player would
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still need to be drawn separately and combining the blocks
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would have to happen in a background thread
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TODO: Make fetching sector's blocks more efficient when rendering
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SUGG: Make fetching sector's blocks more efficient when rendering
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sectors that have very large amounts of blocks (on client)
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- Is this necessary at all?
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@ -180,24 +163,19 @@ Configuration:
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Client:
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-------
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TODO: Remove IrrlichtWrapper
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TODO: Untie client network operations from framerate
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- Needs some input queues or something
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- This won't give much performance boost because calculating block
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meshes takes so long
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SUGG: Make morning and evening transition more smooth and maybe shorter
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SUGG: Don't update all meshes always on single node changes, but
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TODO: Don't update all meshes always on single node changes, but
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check which ones should be updated
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- implement Map::updateNodeMeshes()
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TODO: Remove IrrlichtWrapper
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SUGG: Add a "description" field to InventoryList and show it in
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GUIInventoryMenu
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- If separate menus are made for everything, this is not needed
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TODO: See what is the main slowdown when a node is added or removed
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and make it asynchronous at least for other players
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- It probably is updateMeshes. How 'bout making it asynchronous?
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- implement Map::updateNodeMeshes() and the usage of it
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- It will give almost always a 4x boost in mesh update performance.
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Server:
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-------
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@ -205,12 +183,6 @@ Server:
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SUGG: Make an option to the server to disable building and digging near
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the starting position
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TODO: Copy the text of the last picked sign to inventory in creative
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mode
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TODO: Check what goes wrong with caching map to disk (Kray)
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- Nothing?
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FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
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* Fix the problem with the server constantly saving one or a few
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@ -219,9 +191,6 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
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* Make a small history check to transformLiquids to detect and log
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continuous oscillations, in such detail that they can be fixed.
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TODO: Player health points
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- When player dies, throw items on map
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FIXME: If something is removed from craftresult with a right click,
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it is only possible to get one item from it should give 4
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@ -239,10 +208,7 @@ TODO: Mineral and ground material properties
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TODO: Flowing water to actually contain flow direction information
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FEATURE: Create a system that allows a huge amount of different "map
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generator modules/filters"
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FEATURE: Erosion simulation at map generation time
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SUGG: Erosion simulation at map generation time
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- Simulate water flows, which would carve out dirt fast and
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then turn stone into gravel and sand and relocate it.
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- How about relocating minerals, too? Coal and gold in
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@ -258,8 +224,6 @@ Mapgen v2:
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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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* 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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fill dungeons that don't touch big water masses)
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* When generating a chunk and the neighboring chunk doesn't have mud
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@ -276,8 +240,6 @@ Misc. stuff:
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Make a system for pregenerating quick information for mapblocks, so
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that the client can show them as cubes before they are actually sent
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or even generated.
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* Optimize VoxelManipulator lighting implementation by using indices
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in place of coordinates?
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Making it more portable:
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------------------------
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