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author | Perttu Ahola <celeron55@gmail.com> | 2011-06-17 23:28:25 +0300 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-06-17 23:28:25 +0300 |
commit | 6378a71ea5f3f97316d38c114de0fc207e18f940 (patch) | |
tree | 513850b5cc0f0945520192fde8f8917dedf60a09 /src | |
parent | 682c9d8e7d05ca7462eda7fee9b07fb6ad94d860 (diff) | |
download | minetest-6378a71ea5f3f97316d38c114de0fc207e18f940.tar.gz minetest-6378a71ea5f3f97316d38c114de0fc207e18f940.tar.bz2 minetest-6378a71ea5f3f97316d38c114de0fc207e18f940.zip |
Updated comments
Diffstat (limited to 'src')
-rw-r--r-- | src/main.cpp | 63 | ||||
-rw-r--r-- | src/materials.h | 2 |
2 files changed, 29 insertions, 36 deletions
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 |