Cross-platform compatibility crap should go in porting.h.
*/
-#define HAXMODE 0
+//#define HAXMODE 0
#define APPNAME "minetest"
// The absolute working limit is (2^15 - viewing_range).
#define MAP_GENERATION_LIMIT (31000)
+// Size of node in rendering units
+#define BS 10
+
+#define MAP_BLOCKSIZE 16
+/*
+ This makes mesh updates too slow, as many meshes are updated during
+ the main loop (related to TempMods and day/night)
+*/
+//#define MAP_BLOCKSIZE 32
+
+// Sectors are split to SECTOR_HEIGHTMAP_SPLIT^2 heightmaps
+#define SECTOR_HEIGHTMAP_SPLIT (MAP_BLOCKSIZE/8)
+
// Time after building, during which the following limit
// is in use
//#define FULL_BLOCK_SEND_ENABLE_MIN_TIME_FROM_BUILDING 2.0
// is very low
#define BLOCK_SEND_DISABLE_LIMITS_MAX_D 1
-// Viewing range stuff
-
+// The fps limiter will leave this much free time
//#define FREETIME_RATIO 0.15
//#define FREETIME_RATIO 0.0
#define FREETIME_RATIO 0.05
-// Sectors are split to SECTOR_HEIGHTMAP_SPLIT^2 heightmaps
-#define SECTOR_HEIGHTMAP_SPLIT 2
-
#define PLAYER_INVENTORY_SIZE (8*4)
#define SIGN_TEXT_MAX_LENGTH 50
*/
#define MAX_OBJECTDATA_SIZE 450
-#define WATER_LEVEL (0)
+/*
+ This is good to be a bit different than 0 so that water level
+ is not between to MapBlocks
+*/
+#define WATER_LEVEL 3
// Length of cracking animation in count of images
#define CRACK_ANIMATION_LENGTH 5