LVMs: Improve chapter

master
Ezhh 2018-10-07 18:36:51 +01:00 committed by rubenwardy
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commit b854f52310
1 changed files with 34 additions and 33 deletions

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@ -10,10 +10,11 @@ redirect_from: /en/chapters/lvm.html
## Introduction
The functions outlined in the [Basic Map Operations](environment.html) chapter
are easy to use and convenient, but for large areas they are not efficient.
Every time you call `set_node` or `get_node` your mod needs to communicate with
the engine, which results in copying. Copying is slow, and will quickly kill the
performance of your game.
are convenient and easy to use, but for large areas they are inefficient.
Every time you call `set_node` or `get_node`, your mod needs to communicate with
the engine. This results in constant individual copying operations between the
engine and your mod, which is slow, and will quickly decrease the performance of
your game. Using a Lua Voxel Manipulator (LVM) can be a better alternative.
* [Concepts](#concepts)
* [Reading into the LVM](#reading-into-the-lvm)
@ -24,24 +25,24 @@ performance of your game.
## Concepts
Creating a Lua Voxel Manipulator allows you to load large areas of the map into
your mod's memory at once. You can then read and write to this data without
interacting with the engine at all or running any callbacks, which means that
these operations are very fast. Once done, you can then write the area back into
An LVM allows you to load large areas of the map into your mod's memory.
You can then read and write this data without further interaction with the
engine and without running any callbacks, which means that these
operations are very fast. Once done, you can then write the area back into
the engine and run any lighting calculations.
## Reading into the LVM
You can only load a cubic area into an LVM, so you need to work out the minimum
and maximum positions that you need to modify. Then you can create and read into
an LVM like so:
an LVM. For example:
```lua
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(pos1, pos2)
```
An LVM may not read exactly the area you tell it to, for performance reasons.
For performance reasons, an LVM may not read the exact area you tell it to.
Instead, it may read a larger area. The larger area is given by `emin` and `emax`,
which stand for *emerged min pos* and *emerged max pos*. An LVM will load the area
it contains for you - whether that involves loading from memory, from disk, or
@ -50,7 +51,7 @@ calling the map generator.
## Reading Nodes
To read the types of nodes at particular positions, you'll need to use `get_data()`.
`get_data()` returns a flat array where each entry represents the type of a
This returns a flat array where each entry represents the type of a
particular node.
```lua
@ -61,7 +62,7 @@ You can get param2 and lighting data using the methods `get_light_data()` and `g
You'll need to use `emin` and `emax` to work out where a node is in the flat arrays
given by the above methods. There's a helper class called `VoxelArea` which handles
the calculation for you:
the calculation for you.
```lua
local a = VoxelArea:new{
@ -76,16 +77,16 @@ local idx = a:index(x, y, z)
print(data[idx])
```
If you run that, you'll notice that `data[vi]` is an integer. This is because
the engine doesn't store nodes using their name string, as string comparision
When you run this, you'll notice that `data[vi]` is an integer. This is because
the engine doesn't store nodes using their name string, as string comparison
is slow. Instead, the engine uses a content ID. You can find out the content
ID for a particular type of node like so:
ID for a particular type of node with `get_content_id()`. For example:
```lua
local c_stone = minetest.get_content_id("default:stone")
```
and then you can check whether a node is stone like so:
You can then check whether the node is stone:
```lua
local idx = a:index(x, y, z)
@ -94,12 +95,12 @@ if data[idx] == c_stone then
end
```
It is recommended that you find out and store the content IDs of nodes types
using load time, as the IDs of a node type will never change. Make sure to store
the IDs in a local for performance reasons.
It is recommended that you find and store the content IDs of nodes types
at load time, because the IDs of a node type will never change. Make sure to store
the IDs in a local variable for performance reasons.
Nodes in an LVM data are stored in reverse co-ordinate order, so you should
always iterate in the order of `z, y, x` like so:
Nodes in an LVM data array are stored in reverse co-ordinate order, so you should
always iterate in the order `z, y, x`. For example:
```lua
for z = min.z, max.z do
@ -115,14 +116,14 @@ for z = min.z, max.z do
end
```
The reason for this touches computer architecture. Reading from RAM is rather
The reason for this touches on the topic of computer architecture. Reading from RAM is rather
costly, so CPUs have multiple levels of caching. If the data a process requests
is in the cache, it can very quickly retrieve it. If the data is not in the cache,
then a cache miss occurs so it'll fetch the data it needs from RAM. Any data
surrounding the requested data is also fetched and then replaces the data in the cache as
it's quite likely that the process will ask for data near there again. So a
good rule of optimisation is to iterate in a way that you read data one after
another, and avoid *memory thrashing*.
then a cache miss occurs and it will fetch the data it needs from RAM. Any data
surrounding the requested data is also fetched and then replaces the data in the cache. This is
because it's quite likely that the process will ask for data near that location again. This means
a good rule of optimisation is to iterate in a way that you read data one after
another, and avoid memory thrashing.
## Writing Nodes
@ -141,7 +142,7 @@ for z = min.z, max.z do
end
```
When you finished setting nodes in the LVM, you then need to upload the data
When you finish setting nodes in the LVM, you then need to upload the data
array to the engine:
```lua
@ -149,12 +150,12 @@ vm:set_data(data)
vm:write_to_map(true)
```
For setting lighting and param2 data, there are the appropriately named
For setting lighting and param2 data, use the appropriately named
`set_light_data()` and `set_param2_data()` methods.
`write_to_map()` takes a Boolean which is true if you want lighting to be
calculated. If you pass false, you need to recalculate lighting at some future
date using `minetest.fix_light`.
calculated. If you pass false, you need to recalculate lighting at a future
time using `minetest.fix_light`.
## Example
@ -194,9 +195,9 @@ end
## Your Turn
* Create `replace_in_area(from, to, pos1, pos2)` which replaces all instances of
`from` with `to` in the area given, where from and to are node names.
`from` with `to` in the area given, where `from` and `to` are node names.
* Make a function which rotates all chest nodes by 90°.
* Make a function which uses an LVM to cause mossy cobble to spread to nearby
stone and cobble nodes.
Does your implementation cause mossy cobble to spread more than a distance of one each
time? How could you stop this?
time? If so, how could you stop this?