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-rw-r--r--src/main.cpp30
1 files changed, 7 insertions, 23 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 6293809be..2dfef7d1b 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -21,27 +21,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
=============================== NOTES ==============================
NOTE: Things starting with TODO are sometimes only suggestions.
-NOTE: VBO cannot be turned on for fast-changing stuff because there
- is an apparanet memory leak in irrlicht when using it (not sure)
- - It is not a memory leak but some kind of a buffer.
-
NOTE: iostream.imbue(std::locale("C")) is very slow
NOTE: Global locale is now set at initialization
+NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
+ hardware buffer (it is not freed automatically)
+
Random suggeestions (AKA very old suggestions that haven't been done):
----------------------------------------------------------------------
SUGG: Fix address to be ipv6 compatible
-NOTE: When a new sector is generated, it may change the ground level
- of it's and it's neighbors border that two blocks that are
- above and below each other and that are generated before and
- after the sector heightmap generation (order doesn't matter),
- can have a small gap between each other at the border.
-SUGG: Use same technique for sector heightmaps as what we're
- using for UnlimitedHeightmap? (getting all neighbors
- when generating)
-
SUGG: If player is on ground, mainly fetch ground-level blocks
SUGG: Expose Connection's seqnums and ACKs to server and client.
@@ -67,11 +57,6 @@ SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
sometimes very big by themselves
- This might not give much network performance gain though.
-SUGG: Split MapBlockObject serialization to to-client and to-disk
- - This will allow saving ages of rats on disk but not sending
- them to clients
- - Not applicable. MapBlockObjects will be removed in the future.
-
SUGG: Precalculate lighting translation table at runtime (at startup)
- This is not doable because it is currently hand-made and not
based on some mathematical function.
@@ -159,7 +144,7 @@ Graphics:
---------
SUGG: Combine MapBlock's face caches to so big pieces that VBO
- gets used
+ can be used
- That is >500 vertices
- This is not easy; all the MapBlocks close to the player would
still need to be drawn separately and combining the blocks
@@ -171,14 +156,11 @@ SUGG: Make fetching sector's blocks more efficient when rendering
TODO: Flowing water animation
-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.
SUGG: Option for enabling proper alpha channel for textures
-
-TODO: Make all water not backside culled
+TODO: A setting for enabling bilinear filtering for textures
Configuration:
--------------
@@ -224,6 +206,7 @@ TODO: Get rid of MapBlockObjects and use ActiveObjects
SUGG: MovingObject::move and Player::move are basically the same.
combine them.
- NOTE: Player::move is more up-to-date.
+ - NOTE: There is a simple move implementation now in collision.{h,cpp}
Map:
----
@@ -233,6 +216,7 @@ TODO: Mineral and ground material properties
some formula, as well as tool strengths
TODO: Flowing water to actually contain flow direction information
+ - There is a space for this - it just has to be implemented.
SUGG: Erosion simulation at map generation time
- Simulate water flows, which would carve out dirt fast and