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-rw-r--r--src/main.cpp23
1 files changed, 19 insertions, 4 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 858d25fa1..171f1538a 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -236,7 +236,7 @@ Map:
NOTE: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock. And there always will be. 8)
-TODO: Map generator version 2
+FEATURE: Map generator version 2
- Create surface areas based on central points; a given point's
area type is given by the nearest central point
- Separate points for heightmap, caves, plants and minerals?
@@ -246,18 +246,33 @@ TODO: Map generator version 2
where some minerals are found
- Create a system that allows a huge amount of different "map
generator modules/filters"
+
+FEATURE: The map could be generated procedually:
+ - This would need the map to be generated in larger pieces
+ - How large? How do they connect to each other?
+ * Make the stone level with a heightmap
+ * Carve out stuff in the stone
+ * Dump dirt all around, and simulate it falling off steep
+ places
+ * Erosion simulation at map generation time
+ - Simulate water flows, which would carve out dirt fast and
+ then turn stone into gravel and sand and relocate it.
+ - How about relocating minerals, too? Coal and gold in
+ downstream sand and gravel would be kind of cool
+ - This would need a better way of handling minerals, mainly
+ to have mineral content as a separate field
+ - Simulate rock falling from cliffs when water has removed
+ enough solid rock from the bottom
TODO: Change AttributeList to split the area into smaller sections so
that searching won't be as heavy.
-TODO: Change AttributeList to be 2D, as it would be too slow to search
- in 3D fields anyway.
TODO: Remove HMParams
TODO: Flowing water to actually contain flow direction information
TODO: Remove duplicate lighting implementation from Map (leave
- VoxelManipulator)
+ VoxelManipulator, which is faster)
Doing now:
----------