From 7f2aa30bf29ed1c8b363bd948916d4c027b0192f Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Fri, 4 Feb 2011 14:32:30 +0200 Subject: added sand to map generator --- src/main.cpp | 42 ++++++++++++++++++++++-------------------- 1 file changed, 22 insertions(+), 20 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 57ebfce1a..a97d1f45d 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -315,43 +315,45 @@ FEATURE: The map could be generated procedually: - Simulate rock falling from cliffs when water has removed enough solid rock from the bottom -Doing now: ----------- +Doing now (most important at the top): +-------------------------------------- # maybe done * not done +* Perlin noise stuff sucks in heightmap generation, fix it +* Create perlin noise functions and use them to get natural randomness + in everything. No need for attributes or fractal terrain. +* Do something about AttributeDatabase/List being too slow + - Remove it +* Save chunk metadata on disk * Remove all kinds of systems that are made redundant by the new map generator - Sector heightmaps? At least they should be made redundant. - Sector objects -* Do something about AttributeDatabase/List being too slow -* Save chunk metadata on disk -* Change water side textures so that buggy water doesn't look bad +* Fix the strange mineral occurences + - Do they appear anymore? * Make server find the spawning place from the real map data, not from the heightmap -* only_from_disk doesn't work that well anymore + - But the changing borders of chunk have to be avoided, because + there is time to generate only one chunk. +* 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 -* 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 * Make client to fetch stuff asynchronously - Needs method SyncProcessData * What is the problem with the server constantly saving one or a few blocks? List the first saved block, maybe it explains. + - Does it still do this? * Water doesn't start flowing after map generation like it should -* Better water generation + - Are there still problems? +* Better water generation (spread it to underwater caverns) +* When generating a chunk and the neighboring chunk doesn't have mud + and stuff yet and the ground is fairly flat, the mud will flow to + the other chunk making nasty straight walls when the other chunk + is generated. Fix it. +* Save map seed to a metafile (with version information) + - Remove master heightmap ====================================================================== -- cgit v1.2.3