From 92458464b888cd12cf338fea0ebb130a81a00a78 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Thu, 23 Oct 2014 11:44:12 +0300 Subject: [PATCH] doc/{design,todo} --- doc/design.txt | 15 ++++++++++----- doc/todo.txt | 4 ++++ 2 files changed, 14 insertions(+), 5 deletions(-) diff --git a/doc/design.txt b/doc/design.txt index e0c295e..c8cb8d8 100644 --- a/doc/design.txt +++ b/doc/design.txt @@ -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) diff --git a/doc/todo.txt b/doc/todo.txt index bf1979f..b09accc 100644 --- a/doc/todo.txt +++ b/doc/todo.txt @@ -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.