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authorPerttu Ahola <celeron55@gmail.com>2011-02-01 16:17:55 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-02-01 16:17:55 +0200
commite92238edc831a34081790e71249f1459e997974c (patch)
tree5406e23bb8fd7895f7ac741ad49085a217b7b758 /src/main.cpp
parent56320f7e8de3cf31cbaf11492528016c4446d8f4 (diff)
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This map generator is starting to look pretty good now... also, disabled loading player position from disk because map is regenerated always.
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp16
1 files changed, 14 insertions, 2 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 87deefee4..176cde639 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -333,6 +333,19 @@ Doing now:
* Make the generator to run in background and not blocking block
placement and transfer
* Fix the strange mineral occurences
+* When the map is generated and a place is found for the player, the
+ first chunk is actually still volatile and will have stuff still
+ changed after spawning, which creates a lot of glitches.
+ - This is partly fixed by now allowing only 2-sector deeep
+ modification of volatile chunks. But it should still be fixed?
+ - How about checking that the neighbors are fully generated too and
+ generate them when the middle piece is needed
+ - This is very slow
+ - How about just enabling changed_blocks properly
+ - This is probably a good idea
+ - The server has to make sure the spawn point is not at the
+ changing borders of a chunk
+* Add some kind of erosion and other stuff that now is possible
======================================================================
@@ -2690,8 +2703,7 @@ int main(int argc, char *argv[])
}
// We want a slight delay to very little
// time consuming nodes
- //float mindelay = 0.15;
- float mindelay = 0.20;
+ float mindelay = 0.15;
if(nodig_delay_counter < mindelay)
{
nodig_delay_counter = mindelay;