- Simulate rock falling from cliffs when water has removed\r
enough solid rock from the bottom\r
\r
-Doing now:\r
-----------\r
+Doing now (most important at the top):\r
+--------------------------------------\r
# maybe done\r
* not done\r
\r
+* Perlin noise stuff sucks in heightmap generation, fix it\r
+* Create perlin noise functions and use them to get natural randomness\r
+ in everything. No need for attributes or fractal terrain.\r
+* Do something about AttributeDatabase/List being too slow\r
+ - Remove it\r
+* Save chunk metadata on disk\r
* Remove all kinds of systems that are made redundant by the new map\r
generator\r
- Sector heightmaps? At least they should be made redundant.\r
- Sector objects\r
-* Do something about AttributeDatabase/List being too slow\r
-* Save chunk metadata on disk\r
-* Change water side textures so that buggy water doesn't look bad\r
+* Fix the strange mineral occurences\r
+ - Do they appear anymore?\r
* Make server find the spawning place from the real map data, not from\r
the heightmap\r
-* only_from_disk doesn't work that well anymore\r
+ - But the changing borders of chunk have to be avoided, because\r
+ there is time to generate only one chunk.\r
+* only_from_disk might not work anymore - check and fix it.\r
* Make the generator to run in background and not blocking block\r
placement and transfer\r
-* Fix the strange mineral occurences\r
-* When the map is generated and a place is found for the player, the\r
- first chunk is actually still volatile and will have stuff still\r
- changed after spawning, which creates a lot of glitches.\r
- - This is partly fixed by now allowing only 2-sector deeep\r
- modification of volatile chunks. But it should still be fixed?\r
- - How about checking that the neighbors are fully generated too and\r
- generate them when the middle piece is needed\r
- - This is very slow\r
- - How about just enabling changed_blocks properly\r
- - This is probably a good idea\r
- - The server has to make sure the spawn point is not at the\r
- changing borders of a chunk\r
* Add some kind of erosion and other stuff that now is possible\r
* Make client to fetch stuff asynchronously\r
- Needs method SyncProcessData\r
* What is the problem with the server constantly saving one or a few\r
blocks? List the first saved block, maybe it explains.\r
+ - Does it still do this?\r
* Water doesn't start flowing after map generation like it should\r
-* Better water generation\r
+ - Are there still problems?\r
+* Better water generation (spread it to underwater caverns)\r
+* When generating a chunk and the neighboring chunk doesn't have mud\r
+ and stuff yet and the ground is fairly flat, the mud will flow to\r
+ the other chunk making nasty straight walls when the other chunk\r
+ is generated. Fix it.\r
+* Save map seed to a metafile (with version information)\r
+ - Remove master heightmap\r
\r
======================================================================\r
\r
driverType = video::EDT_OPENGL;\r
#else\r
driverType = video::EDT_OPENGL;\r
- //driverType = video::EDT_BURNINGSVIDEO;\r
+ //driverType = video::EDT_BURNINGSVIDEO; // Best software renderer\r
#endif\r
\r
// create device and exit if creation failed\r