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author | Perttu Ahola <celeron55@gmail.com> | 2011-01-25 09:53:21 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-01-25 09:53:21 +0200 |
commit | d3a6a12baea7317f6765ae7541cbc453f83d7928 (patch) | |
tree | 3d81655e70479a83aa7315acc586feeba8180bb0 /src/main.cpp | |
parent | de3fdba568cf0b05e8fe0ec7fb11552416474093 (diff) | |
download | minetest-d3a6a12baea7317f6765ae7541cbc453f83d7928.tar.gz minetest-d3a6a12baea7317f6765ae7541cbc453f83d7928.tar.bz2 minetest-d3a6a12baea7317f6765ae7541cbc453f83d7928.zip |
removed alternative name "pressure" from param2
Diffstat (limited to 'src/main.cpp')
-rw-r--r-- | src/main.cpp | 23 |
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:
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