From 6378a71ea5f3f97316d38c114de0fc207e18f940 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Fri, 17 Jun 2011 23:28:25 +0300 Subject: Updated comments --- src/main.cpp | 63 +++++++++++++++++++++++++-------------------------------- src/materials.h | 2 +- 2 files changed, 29 insertions(+), 36 deletions(-) (limited to 'src') diff --git a/src/main.cpp b/src/main.cpp index ed3b322a4..455e0ac9b 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -89,6 +89,17 @@ SUGG: Make a system for pregenerating quick information for mapblocks, so that the client can show them as cubes before they are actually sent or even generated. +SUGG: 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. the first + parameter field is free for this. + - Simulate rock falling from cliffs when water has removed + enough solid rock from the bottom + Gaming ideas: ------------- @@ -172,14 +183,9 @@ TODO: A setting for enabling bilinear filtering for textures TODO: Better control of draw_control.wanted_max_blocks -TODO: Block mesh generator to tile properly on smooth lighting - TODO: Further investigate the use of GPU lighting in addition to the current one -TODO: Quick drawing of huge distances according to heightmap has to be - tested once again. - Configuration: -------------- @@ -204,6 +210,9 @@ TODO: Don't update all meshes always on single node changes, but FIXME: When disconnected to the menu, memory is not freed properly +TODO: Investigate how much the mesh generator thread gets used when + transferring map data + Server: ------- @@ -220,24 +229,20 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop FIXME: The new optimized map sending doesn't sometimes send enough blocks from big caves and such - -* Take player's walking direction into account in GetNextBlocks +FIXME: Block send distance configuration does not take effect for some reason TODO: Map saving should be done by EmergeThread SUGG: Map unloading based on sector reference is not very good, it keeps unnecessary stuff in memory. I guess. Investigate this. -TODO: FIXME: Make furnaces handle long step() times better; now a 10-day - dtime for a bunch of furnaces will take ages - TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set the direction accordingly. Environment: ------------ -TODO: A list of "active blocks" in which stuff happens. +TODO: A list of "active blocks" in which stuff happens. (+=done) + Add a never-resetted game timer to the server + Add a timestamp value to blocks + The simple rule: All blocks near some player are "active" @@ -288,21 +293,11 @@ Map: TODO: Mineral and ground material properties - This way mineral ground toughness can be calculated with just some formula, as well as tool strengths + - There are TODOs in appropriate files: material.h, content_mapnode.h 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 - 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. the first - parameter field is free for this. - - Simulate rock falling from cliffs when water has removed - enough solid rock from the bottom - SUGG: Try out the notch way of generating maps, that is, make bunches of low-res 3d noise and interpolate linearly. @@ -328,8 +323,17 @@ TODO: Add a not_fully_generated flag to MapBlock, which would be set for Misc. stuff: ------------ -* Move digging property stuff from material.{h,cpp} to mapnode.cpp - - ...Or maybe move content_features to material.{h,cpp}? +- Make sure server handles removing grass when a block is placed (etc) + - The client should not do it by itself +- Block cube placement around player's head +- Protocol version field +- Consider getting some textures from cisoun's texture pack + - Ask from Cisoun +- Make sure the fence implementation and data format is good + - Think about using same bits for material for fences and doors, for + example +- Finish the ActiveBlockModifier stuff and use it for something +- Move mineral to param2, increment map serialization version, add conversion Making it more portable: ------------------------ @@ -342,17 +346,6 @@ Fixes to the current release: Stuff to do after release: --------------------------- -- Make sure server handles removing grass when a block is placed (etc) - - The client should not do it by itself -- Block cube placement around player's head -- Protocol version field -- Consider getting some textures from cisoun's texture pack - - Ask from Cisoun -- Make sure the fence implementation and data format is good - - Think about using same bits for material for fences and doors, for - example -- Finish the ActiveBlockModifier stuff and use it for something -- Move mineral to param2, increment map serialization version, add conversion ====================================================================== diff --git a/src/materials.h b/src/materials.h index 272116d83..f061ecbfa 100644 --- a/src/materials.h +++ b/src/materials.h @@ -49,7 +49,7 @@ struct DiggingProperties }; /* - This is a DEPRECATED way of determining mining characteristics. + This is a bad way of determining mining characteristics. TODO: Get rid of this and set up some attributes like toughness, fluffyness, and a funciton to calculate time and durability loss (and sound? and whatever else) from them -- cgit v1.2.3