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authorPerttu Ahola <celeron55@gmail.com>2011-04-02 13:44:06 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-04-02 13:44:06 +0300
commit2990f5d90bd556684c07d60872a707e649bd71ee (patch)
treecd92693404dce069c3499fb1e38c2a1935ada382 /src/main.cpp
parent2e7b15fed37e6e81844b3cac0e37671ff3a8b4da (diff)
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commit before some radical changes
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp23
1 files changed, 16 insertions, 7 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 721b2028c..ec4060868 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -160,6 +160,9 @@ TODO: Flowing water animation
* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
+ animating them is easier.
+
Configuration:
--------------
@@ -242,9 +245,6 @@ TODO: Mineral and ground material properties
TODO: Flowing water to actually contain flow direction information
-TODO: Remove duplicate lighting implementation from Map (leave
- VoxelManipulator, which is faster)
-
FEATURE: Create a system that allows a huge amount of different "map
generator modules/filters"
@@ -273,18 +273,27 @@ Mapgen v2:
the other chunk making nasty straight walls when the other chunk
is generated. Fix it.
+Mapgen v4 (not doing):
+* only_from_disk might not work anymore - check and fix it.
+* Make the generator to run in background and not blocking block
+ placement and transfer
+* Make chunks to be tiled vertically too
+* MAKE IT FASTER
+
Mapgen v3:
* Generate trees better
- Add a "trees_added" flag to sector, or something
* How 'bout making turbulence controlled so that for a given 2d position
it can be completely turned off, and is usually so. This way generation
can be sped up a lot.
+* Add a way to generate a block partly, so that trees are not added, like
+ the chunks in v2
+* Add mud "discretely", not by guessing from the noise
Mapgen v4:
-* only_from_disk might not work anymore - check and fix it.
-* Make the generator to run in background and not blocking block
- placement and transfer
-* Make chunks to be tiled vertically too
+* This will be the final way.
+* Generate blocks in the same way as chunks, by copying a voxelmanipulator
+ from the map that is one block larger in all directions.
Misc. stuff:
------------