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authorPerttu Ahola <celeron55@gmail.com>2011-04-06 10:28:39 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-04-06 10:28:39 +0300
commite56d1663378f155a4e398f1577ca1e8f484510b9 (patch)
tree1cebd335bcd193cd8a1a5cb1df8d18971da55673 /src/main.cpp
parent212f34db82c0a3ce5ee6dad3c45c3cc3ec9f8890 (diff)
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Made mesh update on node addition asynchronous on client, to reduce frametime spikes
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp11
1 files changed, 10 insertions, 1 deletions
diff --git a/src/main.cpp b/src/main.cpp
index b5247b907..521a80e4f 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -116,6 +116,11 @@ Gaming ideas:
Game content:
-------------
- Glass blocks
+- WHen furnace is destroyed, move items to player's inventory
+- Growing grass, decaying leaves
+ - This can be done in the active blocks I guess.
+ - Lots of stuff can be done in the active blocks.
+ - Uh, is there an active block list somewhere?
Documentation:
--------------
@@ -162,7 +167,7 @@ TODO: Make fetching sector's blocks more efficient when rendering
TODO: Flowing water animation
-* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
+SUGG: 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.
@@ -190,6 +195,10 @@ SUGG: Add a "description" field to InventoryList and show it in
GUIInventoryMenu
- If separate menus are made for everything, this is not needed
+TODO: See what is the main slowdown when a node is added or removed
+ and make it asynchronous at least for other players
+ - It probably is updateMeshes. How 'bout making it asynchronous?
+
Server:
-------