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author | Perttu Ahola <celeron55@gmail.com> | 2011-04-06 11:34:41 +0300 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-04-06 11:34:41 +0300 |
commit | 90234e35a6bf51f951ce0c1ebe446771b84e93e4 (patch) | |
tree | d11fb607d9a2b1066668e210155d719d1ff4cd99 | |
parent | 12f8f09f8ccaf3753a39d8864fe0483de99db5e5 (diff) | |
download | minetest-90234e35a6bf51f951ce0c1ebe446771b84e93e4.tar.gz minetest-90234e35a6bf51f951ce0c1ebe446771b84e93e4.tar.bz2 minetest-90234e35a6bf51f951ce0c1ebe446771b84e93e4.zip |
cleaning notes and stuff
-rw-r--r-- | src/cmake_config.h.in | 2 | ||||
-rw-r--r-- | src/main.cpp | 100 |
2 files changed, 32 insertions, 70 deletions
diff --git a/src/cmake_config.h.in b/src/cmake_config.h.in index 8635b4f28..5e375191f 100644 --- a/src/cmake_config.h.in +++ b/src/cmake_config.h.in @@ -10,7 +10,7 @@ #else #define BUILD_TYPE "Debug" #endif -#define BUILD_INFO "VER="VERSION_STRING" BUILD_DATE=@BUILD_DATE@ RUN_IN_PLACE=@RUN_IN_PLACE@ INSTALL_PREFIX=@CMAKE_INSTALL_PREFIX@ BUILD_TYPE="BUILD_TYPE +#define BUILD_INFO "VER="VERSION_STRING" RUN_IN_PLACE=@RUN_IN_PLACE@ INSTALL_PREFIX=@CMAKE_INSTALL_PREFIX@ BUILD_TYPE="BUILD_TYPE #endif diff --git a/src/main.cpp b/src/main.cpp index 521a80e4f..fe426b6b7 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -28,8 +28,8 @@ NOTE: VBO cannot be turned on for fast-changing stuff because there NOTE: iostream.imbue(std::locale("C")) is very slow
NOTE: Global locale is now set at initialization
-Random suggeestions:
---------------------
+Random suggeestions (AKA very old suggestions that haven't been done):
+----------------------------------------------------------------------
SUGG: Fix address to be ipv6 compatible
@@ -42,12 +42,7 @@ SUGG: Use same technique for sector heightmaps as what we're using for UnlimitedHeightmap? (getting all neighbors
when generating)
-SUGG: Transfer more blocks in a single packet
-SUGG: A blockdata combiner class, to which blocks are added and at
- destruction it sends all the stuff in as few packets as possible.
-
SUGG: If player is on ground, mainly fetch ground-level blocks
-SUGG: Fetch stuff mainly from the viewing direction
SUGG: Expose Connection's seqnums and ACKs to server and client.
- This enables saving many packets and making a faster connection
@@ -61,23 +56,21 @@ SUGG: More fine-grained control of client's dumping of blocks from SUGG: A map editing mode (similar to dedicated server mode)
-SUGG: Add a time value to the param of footstepped grass and check it
- against a global timer when a block is accessed, to make old
- steps fade away.
-
-SUGG: Make a copy of close-range environment on client for showing
- on screen, with minimal mutexes to slow down the main loop
-
+SUGG: Transfer more blocks in a single packet
+SUGG: A blockdata combiner class, to which blocks are added and at
+ destruction it sends all the stuff in as few packets as possible.
SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
it by sending more stuff in a single packet.
- Add a packet queue to RemoteClient, from which packets will be
combined with object data packets
- This is not exactly trivial: the object data packets are
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: MovingObject::move and Player::move are basically the same.
combine them.
@@ -91,7 +84,7 @@ SUGG: Precalculate lighting translation table at runtime (at startup) SUGG: A version number to blocks, which increments when the block is
modified (node add/remove, water update, lighting update)
- This can then be used to make sure the most recent version of
- a block has been sent to client
+ a block has been sent to client, for example
SUGG: Make the amount of blocks sending to client and the total
amount of blocks dynamically limited. Transferring blocks is the
@@ -115,12 +108,15 @@ Gaming ideas: Game content:
-------------
+- When furnace is destroyed, move items to player's inventory
+- Add lots of stuff, no matter if they have really no real purpose.
- Glass blocks
-- WHen furnace is destroyed, move items to player's inventory
- Growing grass, decaying leaves
- This can be done in the active blocks I guess.
- Lots of stuff can be done in the active blocks.
- Uh, is there an active block list somewhere?
+- Player health points
+ - When player dies, throw items on map
Documentation:
--------------
@@ -136,32 +132,19 @@ TODO: Get rid of GotSplitPacketException GUI:
----
-TODO: Add gui option to remove map
-
TODO: Configuration menu, at least for keys
Graphics:
---------
-TODO: Optimize day/night mesh updating somehow
- - create copies of all textures for all lighting values and only
- change texture for material?
- - Umm... the collecting of the faces is the slow part
- -> what about just changing the color values of the existing
- meshbuffers? It should go quite fast.
- - This is not easy; There'd need to be a buffer somewhere
- that would contain the night and day lighting values.
- - Actually if FastFaces would be stored, they could
- hold both values
-
-FEATURE: Combine MapBlock's face caches to so big pieces that VBO
+SUGG: Combine MapBlock's face caches to so big pieces that VBO
gets 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
would have to happen in a background thread
-TODO: Make fetching sector's blocks more efficient when rendering
+SUGG: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
- Is this necessary at all?
@@ -180,24 +163,19 @@ Configuration: Client:
-------
+TODO: Remove IrrlichtWrapper
+
TODO: Untie client network operations from framerate
- Needs some input queues or something
+ - This won't give much performance boost because calculating block
+ meshes takes so long
SUGG: Make morning and evening transition more smooth and maybe shorter
-SUGG: Don't update all meshes always on single node changes, but
+TODO: Don't update all meshes always on single node changes, but
check which ones should be updated
- - implement Map::updateNodeMeshes()
-
-TODO: Remove IrrlichtWrapper
-
-SUGG: Add a "description" field to InventoryList and show it in
- GUIInventoryMenu
- - If separate menus are made for everything, this is not needed
-
-TODO: See what is the main slowdown when a node is added or removed
- and make it asynchronous at least for other players
- - It probably is updateMeshes. How 'bout making it asynchronous?
+ - implement Map::updateNodeMeshes() and the usage of it
+ - It will give almost always a 4x boost in mesh update performance.
Server:
-------
@@ -205,12 +183,6 @@ Server: SUGG: Make an option to the server to disable building and digging near
the starting position
-TODO: Copy the text of the last picked sign to inventory in creative
- mode
-
-TODO: Check what goes wrong with caching map to disk (Kray)
- - Nothing?
-
FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
* Fix the problem with the server constantly saving one or a few
@@ -219,9 +191,6 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop * Make a small history check to transformLiquids to detect and log
continuous oscillations, in such detail that they can be fixed.
-TODO: Player health points
- - When player dies, throw items on map
-
FIXME: If something is removed from craftresult with a right click,
it is only possible to get one item from it should give 4
@@ -239,27 +208,22 @@ TODO: Mineral and ground material properties TODO: Flowing water to actually contain flow direction information
-FEATURE: Create a system that allows a huge amount of different "map
- generator modules/filters"
-
-FEATURE: 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: 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
Mapgen v2:
* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
* Possibly add some kind of erosion and other stuff
-* Make client to fetch stuff asynchronously
- - Needs method SyncProcessData
* Better water generation (spread it to underwater caverns but don't
fill dungeons that don't touch big water masses)
* When generating a chunk and the neighboring chunk doesn't have mud
@@ -276,8 +240,6 @@ Misc. stuff: 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.
-* Optimize VoxelManipulator lighting implementation by using indices
- in place of coordinates?
Making it more portable:
------------------------
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