doc/{design,todo}

master
Perttu Ahola 2014-10-23 11:44:12 +03:00
parent 252119e9cd
commit 92458464b8
2 changed files with 14 additions and 5 deletions

View File

@ -105,6 +105,16 @@ streaming.
Voxels
------
Terminology:
- "voxel": Low-cost thing using the space of a cube, stored in large amounts
- "block": Defines an arrangement of voxels (often 1x1x1)
- "volume": 3-dimensional volume of voxels
- "node": Scene node
- "static node": Stationary voxel-aligned node containing a volume, used for
containing most of the generated world
- "chunk": The volume in a static node
- "dynamic node": Freely positioned node containing a volume
A way to define voxel properties:
- Polyvox can output about 2**23 = 8388608 different face materials (uint32_t ->
float conversion)
@ -212,11 +222,6 @@ The voxel world:
positioned nodes?
- Maybe all nodes, including the chunk nodes, could be grouped in
sections when saved on disk
- Terminology:
- "static node": Stationary voxel-aligned node used for main world content
- "dynamic node": Freely positioned node (containing voxels)
- "static voxel": Voxel stored in a static node
- "dynamic voxel": Voxel stored in a dynamic node
- Save format tables:
- section_size(w, h, d) <- only one row
- section(sx, sy, sz, save_enabled, generated)

View File

@ -70,3 +70,7 @@ Buildat TODO
- Make some kind of an ace of spades clone (or less of a clone); something that
requires the game to control the creation and deletion of the world anyway,
and implement the required interfaces
- There is some kind of a bug in node visibility checking which can be caused by
building long pillars. Parts of the pillars will be invisible depending on
where the camera is located. The situation will fix itself when a new client
is started to the same scene.