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src/main.cpp
63
src/main.cpp
@ -89,6 +89,17 @@ 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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that the client can show them as cubes before they are actually sent
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or even generated.
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or even generated.
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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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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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Gaming ideas:
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Gaming ideas:
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-------------
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-------------
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@ -172,14 +183,9 @@ 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: Better control of draw_control.wanted_max_blocks
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TODO: Block mesh generator to tile properly on smooth lighting
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TODO: Further investigate the use of GPU lighting in addition to the
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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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current one
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TODO: Quick drawing of huge distances according to heightmap has to be
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tested once again.
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Configuration:
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Configuration:
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--------------
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--------------
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@ -204,6 +210,9 @@ TODO: Don't update all meshes always on single node changes, but
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FIXME: When disconnected to the menu, memory is not freed properly
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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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Server:
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-------
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-------
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@ -220,24 +229,20 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
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FIXME: The new optimized map sending doesn't sometimes send enough blocks
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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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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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* Take player's walking direction into account in GetNextBlocks
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TODO: Map saving should be done by EmergeThread
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TODO: Map saving should be done by EmergeThread
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SUGG: Map unloading based on sector reference is not very good, it keeps
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SUGG: Map unloading based on sector reference is not very good, it keeps
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unnecessary stuff in memory. I guess. Investigate this.
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unnecessary stuff in memory. I guess. Investigate this.
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TODO: FIXME: Make furnaces handle long step() times better; now a 10-day
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dtime for a bunch of furnaces will take ages
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TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set
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TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set
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the direction accordingly.
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the direction accordingly.
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Environment:
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Environment:
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------------
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------------
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TODO: A list of "active blocks" in which stuff happens.
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TODO: 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 never-resetted game timer to the server
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+ Add a timestamp value to blocks
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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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+ The simple rule: All blocks near some player are "active"
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@ -288,21 +293,11 @@ Map:
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TODO: Mineral and ground material properties
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TODO: Mineral and ground material properties
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- This way mineral ground toughness can be calculated with just
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- This way mineral ground toughness can be calculated with just
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some formula, as well as tool strengths
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some formula, as well as tool strengths
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- There are TODOs in appropriate files: material.h, content_mapnode.h
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TODO: Flowing water to actually contain flow direction information
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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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- There is a space for this - it just has to be implemented.
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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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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: Try out the notch way of generating maps, that is, make bunches
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SUGG: Try out the notch way of generating maps, that is, make bunches
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of low-res 3d noise and interpolate linearly.
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of low-res 3d noise and interpolate linearly.
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@ -328,8 +323,17 @@ TODO: Add a not_fully_generated flag to MapBlock, which would be set for
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Misc. stuff:
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Misc. stuff:
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------------
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------------
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* Move digging property stuff from material.{h,cpp} to mapnode.cpp
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- Make sure server handles removing grass when a block is placed (etc)
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- ...Or maybe move content_features to material.{h,cpp}?
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- The client should not do it by itself
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- Block cube placement around player's head
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- Protocol version field
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- Consider getting some textures from cisoun's texture pack
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- Ask from Cisoun
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- Make sure the fence implementation and data format is good
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- Think about using same bits for material for fences and doors, for
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example
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- Finish the ActiveBlockModifier stuff and use it for something
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- Move mineral to param2, increment map serialization version, add conversion
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Making it more portable:
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Making it more portable:
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------------------------
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------------------------
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@ -342,17 +346,6 @@ Fixes to the current release:
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Stuff to do after release:
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Stuff to do after release:
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---------------------------
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---------------------------
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- 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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- Block cube placement around player's head
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- Protocol version field
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- Consider getting some textures from cisoun's texture pack
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- Ask from Cisoun
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- Make sure the fence implementation and data format is good
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- Think about using same bits for material for fences and doors, for
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example
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- Finish the ActiveBlockModifier stuff and use it for something
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- Move mineral to param2, increment map serialization version, add conversion
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======================================================================
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======================================================================
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@ -49,7 +49,7 @@ struct DiggingProperties
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};
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};
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/*
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/*
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This is a DEPRECATED way of determining mining characteristics.
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This is a bad way of determining mining characteristics.
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TODO: Get rid of this and set up some attributes like toughness,
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TODO: Get rid of this and set up some attributes like toughness,
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fluffyness, and a funciton to calculate time and durability loss
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fluffyness, and a funciton to calculate time and durability loss
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(and sound? and whatever else) from them
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(and sound? and whatever else) from them
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