From d3a6a12baea7317f6765ae7541cbc453f83d7928 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Tue, 25 Jan 2011 09:53:21 +0200 Subject: removed alternative name "pressure" from param2 --- src/main.cpp | 23 +++++++++++++++++++---- 1 file changed, 19 insertions(+), 4 deletions(-) (limited to 'src/main.cpp') 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: ---------- -- cgit v1.2.3