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346 lines
12 KiB
Plaintext
346 lines
12 KiB
Plaintext
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------------------------------------------------------------------
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The ancient comment from the beginning of main.cpp is stored here.
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------------------------------------------------------------------
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/*
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=============================== NOTES ==============================
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NOTE: Things starting with TODO are sometimes only suggestions.
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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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NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
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hardware buffer (it is not freed automatically)
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NOTE: A random to-do list saved here as documentation:
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A list of "active blocks" in which stuff happens. (+=done)
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+ Add a never-resetted game timer to the server
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+ Add a timestamp value to blocks
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+ The simple rule: All blocks near some player are "active"
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- Do stuff in real time in active blocks
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+ Handle objects
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- Grow grass, delete leaves without a tree
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- Spawn some mobs based on some rules
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- Transform cobble to mossy cobble near water
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- Run a custom script
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- ...And all kinds of other dynamic stuff
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+ Keep track of when a block becomes active and becomes inactive
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+ When a block goes inactive:
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+ Store objects statically to block
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+ Store timer value as the timestamp
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+ When a block goes active:
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+ Create active objects out of static objects
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- Simulate the results of what would have happened if it would have
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been active for all the time
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- Grow a lot of grass and so on
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+ Initially it is fine to send information about every active object
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to every player. Eventually it should be modified to only send info
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about the nearest ones.
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+ This was left to be done by the old system and it sends only the
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nearest ones.
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NOTE: Seeds in 1260:6c77e7dbfd29:
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5721858502589302589:
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Spawns you on a small sand island with a surface dungeon
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2983455799928051958:
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Enormous jungle + a surface dungeon at ~(250,0,0)
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Old, wild and random suggestions that probably won't be done:
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-------------------------------------------------------------
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SUGG: If player is on ground, mainly fetch ground-level blocks
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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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- This also enables server to check if client has received the
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most recent block sent, for example.
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SUGG: Add a sane bandwidth throttling system to Connection
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SUGG: More fine-grained control of client's dumping of blocks from
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memory
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- ...What does this mean in the first place?
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SUGG: A map editing mode (similar to dedicated server mode)
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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: Precalculate lighting translation table at runtime (at startup)
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- This is not doable because it is currently hand-made and not
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based on some mathematical function.
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- Note: This has been changing lately
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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, 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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main network eater of this system, so it is the one that has
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to be throttled so that RTTs stay low.
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SUGG: Meshes of blocks could be split into 6 meshes facing into
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different directions and then only those drawn that need to be
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SUGG: Background music based on cellular automata?
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http://www.earslap.com/projectslab/otomata
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SUGG: Simple light color information to air
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SUGG: Server-side objects could be moved based on nodes to enable very
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lightweight operation and simple AI
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- Not practical; client would still need to show smooth movement.
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SUGG: 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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SUGG: Erosion simulation at map generation time
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- This might be plausible if larger areas of map were pregenerated
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without lighting (which is slow)
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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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downstream sand and gravel would be kind of cool
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- This would need a better way of handling minerals, mainly
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to have mineral content as a separate field. the first
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parameter field is free for this.
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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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SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
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stuff as simple flags/values
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- Light?
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- A building?
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And at some point make the server send this data to the client too,
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instead of referring to the noise functions
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- Ground height
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- Surface ground type
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- Trees?
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Gaming ideas:
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-------------
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- Aim for something like controlling a single dwarf in Dwarf Fortress
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- The player could go faster by a crafting a boat, or riding an animal
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- Random NPC traders. what else?
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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
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- Glass blocks
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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? I think not. Add it.
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- Breaking weak structures
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- This can probably be accomplished in the same way as grass
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- Player health points
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- When player dies, throw items on map (needs better item-on-map
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implementation)
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- Cobble to get mossy if near water
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- More slots in furnace source list, so that multiple ingredients
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are possible.
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- Keys to chests?
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- The Treasure Guard; a big monster with a hammer
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- The hammer does great damage, shakes the ground and removes a block
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- You can drop on top of it, and have some time to attack there
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before he shakes you off
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- Maybe the difficulty could come from monsters getting tougher in
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far-away places, and the player starting to need something from
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there when time goes by.
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- The player would have some of that stuff at the beginning, and
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would need new supplies of it when it runs out
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- A bomb
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- A spread-items-on-map routine for the bomb, and for dying players
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- Fighting:
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- Proper sword swing simulation
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- Player should get damage from colliding to a wall at high speed
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Documentation:
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--------------
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Build system / running:
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-----------------------
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Networking and serialization:
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-----------------------------
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SUGG: Fix address to be ipv6 compatible
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User Interface:
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---------------
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Graphics:
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---------
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SUGG: Combine MapBlock's face caches to so big pieces that VBO
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can be 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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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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SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
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animating them is easier.
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SUGG: Option for enabling proper alpha channel for textures
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TODO: Flowing water animation
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TODO: A setting for enabling bilinear filtering for textures
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TODO: Better control of draw_control.wanted_max_blocks
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TODO: Further investigate the use of GPU lighting in addition to the
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current one
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TODO: Artificial (night) light could be more yellow colored than sunlight.
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- This is technically doable.
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- Also the actual colors of the textures could be made less colorful
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in the dark but it's a bit more difficult.
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SUGG: Somehow make the night less colorful
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TODO: Occlusion culling
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- At the same time, move some of the renderMap() block choosing code
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to the same place as where the new culling happens.
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- Shoot some rays per frame and when ready, make a new list of
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blocks for usage of renderMap and give it a new pointer to it.
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Configuration:
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--------------
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Client:
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-------
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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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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() 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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- A weapon engine
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- Tool/weapon visualization
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FIXME: When disconnected to the menu, memory is not freed properly
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TODO: Investigate how much the mesh generator thread gets used when
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transferring map data
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Server:
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-------
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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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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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blocks? List the first saved block, maybe it explains.
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- It is probably caused by oscillating water
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- TODO: Investigate if this still happens (this is a very old one)
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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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FIXME: The new optimized map sending doesn't sometimes send enough blocks
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from big caves and such
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FIXME: Block send distance configuration does not take effect for some reason
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Environment:
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------------
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TODO: Add proper hooks to when adding and removing active blocks
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TODO: Finish the ActiveBlockModifier stuff and use it for something
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Objects:
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--------
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TODO: Get rid of MapBlockObjects and use only ActiveObjects
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- Skipping the MapBlockObject data is nasty - there is no "total
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length" stored; have to make a SkipMBOs function which contains
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enough of the current code to skip them properly.
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SUGG: MovingObject::move and Player::move are basically the same.
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combine them.
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- NOTE: This is a bit tricky because player has the sneaking ability
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- NOTE: Player::move is more up-to-date.
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- NOTE: There is a simple move implementation now in collision.{h,cpp}
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- NOTE: MovingObject will be deleted (MapBlockObject)
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TODO: Add a long step function to objects that is called with the time
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difference when block activates
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Map:
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----
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TODO: Flowing water to actually contain flow direction information
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- There is a space for this - it just has to be implemented.
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TODO: Consider smoothening cave floors after generating them
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TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
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- delta also
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Misc. stuff:
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------------
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TODO: Make sure server handles removing grass when a block is placed (etc)
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- The client should not do it by itself
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- NOTE: I think nobody does it currently...
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TODO: Block cube placement around player's head
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TODO: Protocol version field
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TODO: Think about using same bits for material for fences and doors, for
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example
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SUGG: Restart irrlicht completely when coming back to main menu from game.
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- This gets rid of everything that is stored in irrlicht's caches.
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- This might be needed for texture pack selection in menu
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TODO: Merge bahamada's audio stuff (clean patch available)
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Making it more portable:
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------------------------
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Stuff to do before release:
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---------------------------
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Fixes to the current release:
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-----------------------------
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Stuff to do after release:
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---------------------------
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Doing currently:
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----------------
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======================================================================
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*/
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