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+# Minimal development test
+
+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.
+
+### 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
+