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2f4037752b
Add more detailed light detection functions, a function to get the artificial light (torches) and a function to get the sunlight as seen by the player (you can specify timeofday). Co-authored-by: rubenwardy <rw@rubenwardy.com> |
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menu | ||
mods | ||
game.conf | ||
LICENSE.txt | ||
README.md | ||
screenshot.png | ||
settingtypes.txt |
Development Test (devtest)
This is a basic testing environment that contains a bunch of things to test the engine, but it could also be used as a minimal testbed for testing out mods.
Features
- Basic nodes for mapgen
- Basic, minimal map generator
- Lots of example nodes for testing drawtypes, param2, light level, and many other node properties
- Example entities
- Other example items
- Formspec test (via
/test_formspec
command) - Automated unit tests (disabled by default)
- Tools for manipulating nodes and entities, like the "Param2 Tool"
Getting started
Basically, just create a world and start. A few important things to note:
- Items are gotten from the “Chest of Everything” (
chest_of_everything:chest
) - When you lost your initial items, type in
/stuff
command to get them back - By default, Creative Mode activates infinite node placement. This behavior can be changed with the
devtest_infplace
setting - Use the
/infplace
command to toggle infinite node placement in-game - Use the Param2 Tool to change the param2 of nodes; it's useful to experiment with the various drawtype test nodes
- Check out the game settings and server commands for additional tests and features
- Creative Mode does nothing (apart from default engine behavior)
Confused by a certain node or item? Check out for inline code comments. The usages of most tools are explained in their tooltips.
Example tests
- You can use this to test what happens if a player is simultaneously in 2 nodes with
damage_per_second
but with a different value. - Or use the Falling Node Tool on various test nodes to see how they behave when falling.
- You could also use this as a testbed for dependency-free mods, e.g. to test out how your formspecs behave without theming.
Random notes
- Experimental/strange/unstructured tests can be found in the
experimental
mod - Textures of drawtype test nodes have a red dot at the top left corner. This is to see whether the textures are oriented properly
Design philosophy
This should loosely follow the following principles:
- Engine testing: The main focus of this is to aid testing of engine features, such as mapgen or node drawtypes
- Mod testing: The secondary focus is to help modders as well, either as a minimal testbed for mods or even as a code example
- Minimal interference: Under default settings, it shall not interfere with APIs except on explicit user wish. Non-trivial tests and features need to be enabled by a setting first
- Convenience: Have various tools to make usage easier and more convenient
- Reproducing engine bugs: When an engine bug was found, consider creating a test case
- Clarity: Textures and names need to be designed to keep different things clearly visually apart at a glance
- Low loading time: It must load blazing-fast so stuff can be tested quickly