From e92238edc831a34081790e71249f1459e997974c Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Tue, 1 Feb 2011 16:17:55 +0200 Subject: This map generator is starting to look pretty good now... also, disabled loading player position from disk because map is regenerated always. --- src/main.cpp | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 87deefee4..176cde639 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -333,6 +333,19 @@ Doing now: * Make the generator to run in background and not blocking block placement and transfer * Fix the strange mineral occurences +* When the map is generated and a place is found for the player, the + first chunk is actually still volatile and will have stuff still + changed after spawning, which creates a lot of glitches. + - This is partly fixed by now allowing only 2-sector deeep + modification of volatile chunks. But it should still be fixed? + - How about checking that the neighbors are fully generated too and + generate them when the middle piece is needed + - This is very slow + - How about just enabling changed_blocks properly + - This is probably a good idea + - The server has to make sure the spawn point is not at the + changing borders of a chunk +* Add some kind of erosion and other stuff that now is possible ====================================================================== @@ -2690,8 +2703,7 @@ int main(int argc, char *argv[]) } // We want a slight delay to very little // time consuming nodes - //float mindelay = 0.15; - float mindelay = 0.20; + float mindelay = 0.15; if(nodig_delay_counter < mindelay) { nodig_delay_counter = mindelay; -- cgit v1.2.3