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mirror of https://github.com/moparisthebest/minetest synced 2024-11-16 14:25:19 -05:00

Updated comments

This commit is contained in:
Perttu Ahola 2011-06-17 23:28:25 +03:00
parent 682c9d8e7d
commit 6378a71ea5
2 changed files with 29 additions and 36 deletions

View File

@ -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
======================================================================

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@ -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