doc/{design,todo}
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@ -105,6 +105,16 @@ streaming.
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Voxels
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------
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Terminology:
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- "voxel": Low-cost thing using the space of a cube, stored in large amounts
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- "block": Defines an arrangement of voxels (often 1x1x1)
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- "volume": 3-dimensional volume of voxels
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- "node": Scene node
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- "static node": Stationary voxel-aligned node containing a volume, used for
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containing most of the generated world
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- "chunk": The volume in a static node
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- "dynamic node": Freely positioned node containing a volume
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A way to define voxel properties:
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- Polyvox can output about 2**23 = 8388608 different face materials (uint32_t ->
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float conversion)
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@ -212,11 +222,6 @@ The voxel world:
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positioned nodes?
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- Maybe all nodes, including the chunk nodes, could be grouped in
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sections when saved on disk
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- Terminology:
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- "static node": Stationary voxel-aligned node used for main world content
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- "dynamic node": Freely positioned node (containing voxels)
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- "static voxel": Voxel stored in a static node
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- "dynamic voxel": Voxel stored in a dynamic node
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- Save format tables:
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- section_size(w, h, d) <- only one row
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- section(sx, sy, sz, save_enabled, generated)
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@ -70,3 +70,7 @@ Buildat TODO
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- Make some kind of an ace of spades clone (or less of a clone); something that
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requires the game to control the creation and deletion of the world anyway,
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and implement the required interfaces
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- There is some kind of a bug in node visibility checking which can be caused by
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building long pillars. Parts of the pillars will be invisible depending on
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where the camera is located. The situation will fix itself when a new client
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is started to the same scene.
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