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diff --git a/games/minimal/README.md b/games/minimal/README.md new file mode 100644 index 000000000..a94530498 --- /dev/null +++ b/games/minimal/README.md @@ -0,0 +1,52 @@ +# 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 + |