that the client can show them as cubes before they are actually sent\r
or even generated.\r
\r
+SUGG: Erosion simulation at map generation time\r
+ - Simulate water flows, which would carve out dirt fast and\r
+ then turn stone into gravel and sand and relocate it.\r
+ - How about relocating minerals, too? Coal and gold in\r
+ downstream sand and gravel would be kind of cool\r
+ - This would need a better way of handling minerals, mainly\r
+ to have mineral content as a separate field. the first\r
+ parameter field is free for this.\r
+ - Simulate rock falling from cliffs when water has removed\r
+ enough solid rock from the bottom\r
+\r
Gaming ideas:\r
-------------\r
\r
\r
TODO: Better control of draw_control.wanted_max_blocks\r
\r
-TODO: Block mesh generator to tile properly on smooth lighting\r
-\r
TODO: Further investigate the use of GPU lighting in addition to the\r
current one\r
\r
-TODO: Quick drawing of huge distances according to heightmap has to be\r
- tested once again.\r
-\r
Configuration:\r
--------------\r
\r
\r
FIXME: When disconnected to the menu, memory is not freed properly\r
\r
+TODO: Investigate how much the mesh generator thread gets used when\r
+ transferring map data\r
+\r
Server:\r
-------\r
\r
\r
FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
from big caves and such\r
-\r
-* Take player's walking direction into account in GetNextBlocks\r
+FIXME: Block send distance configuration does not take effect for some reason\r
\r
TODO: Map saving should be done by EmergeThread\r
\r
SUGG: Map unloading based on sector reference is not very good, it keeps\r
unnecessary stuff in memory. I guess. Investigate this.\r
\r
-TODO: FIXME: Make furnaces handle long step() times better; now a 10-day\r
- dtime for a bunch of furnaces will take ages\r
-\r
TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set\r
the direction accordingly.\r
\r
Environment:\r
------------\r
\r
-TODO: A list of "active blocks" in which stuff happens.\r
+TODO: A list of "active blocks" in which stuff happens. (+=done)\r
+ Add a never-resetted game timer to the server\r
+ Add a timestamp value to blocks\r
+ The simple rule: All blocks near some player are "active"\r
TODO: Mineral and ground material properties\r
- This way mineral ground toughness can be calculated with just\r
some formula, as well as tool strengths\r
+ - There are TODOs in appropriate files: material.h, content_mapnode.h\r
\r
TODO: Flowing water to actually contain flow direction information\r
- There is a space for this - it just has to be implemented.\r
\r
-SUGG: Erosion simulation at map generation time\r
- - Simulate water flows, which would carve out dirt fast and\r
- then turn stone into gravel and sand and relocate it.\r
- - How about relocating minerals, too? Coal and gold in\r
- downstream sand and gravel would be kind of cool\r
- - This would need a better way of handling minerals, mainly\r
- to have mineral content as a separate field. the first\r
- parameter field is free for this.\r
- - Simulate rock falling from cliffs when water has removed\r
- enough solid rock from the bottom\r
-\r
SUGG: Try out the notch way of generating maps, that is, make bunches\r
of low-res 3d noise and interpolate linearly.\r
\r
\r
Misc. stuff:\r
------------\r
-* Move digging property stuff from material.{h,cpp} to mapnode.cpp\r
- - ...Or maybe move content_features to material.{h,cpp}?\r
+- Make sure server handles removing grass when a block is placed (etc)\r
+ - The client should not do it by itself\r
+- Block cube placement around player's head\r
+- Protocol version field\r
+- Consider getting some textures from cisoun's texture pack\r
+ - Ask from Cisoun\r
+- Make sure the fence implementation and data format is good\r
+ - Think about using same bits for material for fences and doors, for\r
+ example\r
+- Finish the ActiveBlockModifier stuff and use it for something\r
+- Move mineral to param2, increment map serialization version, add conversion\r
\r
Making it more portable:\r
------------------------\r
\r
Stuff to do after release:\r
---------------------------\r
-- Make sure server handles removing grass when a block is placed (etc)\r
- - The client should not do it by itself\r
-- Block cube placement around player's head\r
-- Protocol version field\r
-- Consider getting some textures from cisoun's texture pack\r
- - Ask from Cisoun\r
-- Make sure the fence implementation and data format is good\r
- - Think about using same bits for material for fences and doors, for\r
- example\r
-- Finish the ActiveBlockModifier stuff and use it for something\r
-- Move mineral to param2, increment map serialization version, add conversion\r
\r
======================================================================\r
\r