cleaning notes and stuff
parent
12f8f09f8c
commit
90234e35a6
|
@ -10,7 +10,7 @@
|
||||||
#else
|
#else
|
||||||
#define BUILD_TYPE "Debug"
|
#define BUILD_TYPE "Debug"
|
||||||
#endif
|
#endif
|
||||||
#define BUILD_INFO "VER="VERSION_STRING" BUILD_DATE=@BUILD_DATE@ RUN_IN_PLACE=@RUN_IN_PLACE@ INSTALL_PREFIX=@CMAKE_INSTALL_PREFIX@ BUILD_TYPE="BUILD_TYPE
|
#define BUILD_INFO "VER="VERSION_STRING" RUN_IN_PLACE=@RUN_IN_PLACE@ INSTALL_PREFIX=@CMAKE_INSTALL_PREFIX@ BUILD_TYPE="BUILD_TYPE
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
100
src/main.cpp
100
src/main.cpp
|
@ -28,8 +28,8 @@ NOTE: VBO cannot be turned on for fast-changing stuff because there
|
||||||
NOTE: iostream.imbue(std::locale("C")) is very slow
|
NOTE: iostream.imbue(std::locale("C")) is very slow
|
||||||
NOTE: Global locale is now set at initialization
|
NOTE: Global locale is now set at initialization
|
||||||
|
|
||||||
Random suggeestions:
|
Random suggeestions (AKA very old suggestions that haven't been done):
|
||||||
--------------------
|
----------------------------------------------------------------------
|
||||||
|
|
||||||
SUGG: Fix address to be ipv6 compatible
|
SUGG: Fix address to be ipv6 compatible
|
||||||
|
|
||||||
|
@ -42,12 +42,7 @@ SUGG: Use same technique for sector heightmaps as what we're
|
||||||
using for UnlimitedHeightmap? (getting all neighbors
|
using for UnlimitedHeightmap? (getting all neighbors
|
||||||
when generating)
|
when generating)
|
||||||
|
|
||||||
SUGG: Transfer more blocks in a single packet
|
|
||||||
SUGG: A blockdata combiner class, to which blocks are added and at
|
|
||||||
destruction it sends all the stuff in as few packets as possible.
|
|
||||||
|
|
||||||
SUGG: If player is on ground, mainly fetch ground-level blocks
|
SUGG: If player is on ground, mainly fetch ground-level blocks
|
||||||
SUGG: Fetch stuff mainly from the viewing direction
|
|
||||||
|
|
||||||
SUGG: Expose Connection's seqnums and ACKs to server and client.
|
SUGG: Expose Connection's seqnums and ACKs to server and client.
|
||||||
- This enables saving many packets and making a faster connection
|
- This enables saving many packets and making a faster connection
|
||||||
|
@ -61,23 +56,21 @@ SUGG: More fine-grained control of client's dumping of blocks from
|
||||||
|
|
||||||
SUGG: A map editing mode (similar to dedicated server mode)
|
SUGG: A map editing mode (similar to dedicated server mode)
|
||||||
|
|
||||||
SUGG: Add a time value to the param of footstepped grass and check it
|
SUGG: Transfer more blocks in a single packet
|
||||||
against a global timer when a block is accessed, to make old
|
SUGG: A blockdata combiner class, to which blocks are added and at
|
||||||
steps fade away.
|
destruction it sends all the stuff in as few packets as possible.
|
||||||
|
|
||||||
SUGG: Make a copy of close-range environment on client for showing
|
|
||||||
on screen, with minimal mutexes to slow down the main loop
|
|
||||||
|
|
||||||
SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
|
SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
|
||||||
it by sending more stuff in a single packet.
|
it by sending more stuff in a single packet.
|
||||||
- Add a packet queue to RemoteClient, from which packets will be
|
- Add a packet queue to RemoteClient, from which packets will be
|
||||||
combined with object data packets
|
combined with object data packets
|
||||||
- This is not exactly trivial: the object data packets are
|
- This is not exactly trivial: the object data packets are
|
||||||
sometimes very big by themselves
|
sometimes very big by themselves
|
||||||
|
- This might not give much network performance gain though.
|
||||||
|
|
||||||
SUGG: Split MapBlockObject serialization to to-client and to-disk
|
SUGG: Split MapBlockObject serialization to to-client and to-disk
|
||||||
- This will allow saving ages of rats on disk but not sending
|
- This will allow saving ages of rats on disk but not sending
|
||||||
them to clients
|
them to clients
|
||||||
|
- Not applicable. MapBlockObjects will be removed in the future.
|
||||||
|
|
||||||
SUGG: MovingObject::move and Player::move are basically the same.
|
SUGG: MovingObject::move and Player::move are basically the same.
|
||||||
combine them.
|
combine them.
|
||||||
|
@ -91,7 +84,7 @@ SUGG: Precalculate lighting translation table at runtime (at startup)
|
||||||
SUGG: A version number to blocks, which increments when the block is
|
SUGG: A version number to blocks, which increments when the block is
|
||||||
modified (node add/remove, water update, lighting update)
|
modified (node add/remove, water update, lighting update)
|
||||||
- This can then be used to make sure the most recent version of
|
- This can then be used to make sure the most recent version of
|
||||||
a block has been sent to client
|
a block has been sent to client, for example
|
||||||
|
|
||||||
SUGG: Make the amount of blocks sending to client and the total
|
SUGG: Make the amount of blocks sending to client and the total
|
||||||
amount of blocks dynamically limited. Transferring blocks is the
|
amount of blocks dynamically limited. Transferring blocks is the
|
||||||
|
@ -115,12 +108,15 @@ Gaming ideas:
|
||||||
|
|
||||||
Game content:
|
Game content:
|
||||||
-------------
|
-------------
|
||||||
|
- When furnace is destroyed, move items to player's inventory
|
||||||
|
- Add lots of stuff, no matter if they have really no real purpose.
|
||||||
- Glass blocks
|
- Glass blocks
|
||||||
- WHen furnace is destroyed, move items to player's inventory
|
|
||||||
- Growing grass, decaying leaves
|
- Growing grass, decaying leaves
|
||||||
- This can be done in the active blocks I guess.
|
- This can be done in the active blocks I guess.
|
||||||
- Lots of stuff can be done in the active blocks.
|
- Lots of stuff can be done in the active blocks.
|
||||||
- Uh, is there an active block list somewhere?
|
- Uh, is there an active block list somewhere?
|
||||||
|
- Player health points
|
||||||
|
- When player dies, throw items on map
|
||||||
|
|
||||||
Documentation:
|
Documentation:
|
||||||
--------------
|
--------------
|
||||||
|
@ -136,32 +132,19 @@ TODO: Get rid of GotSplitPacketException
|
||||||
GUI:
|
GUI:
|
||||||
----
|
----
|
||||||
|
|
||||||
TODO: Add gui option to remove map
|
|
||||||
|
|
||||||
TODO: Configuration menu, at least for keys
|
TODO: Configuration menu, at least for keys
|
||||||
|
|
||||||
Graphics:
|
Graphics:
|
||||||
---------
|
---------
|
||||||
|
|
||||||
TODO: Optimize day/night mesh updating somehow
|
SUGG: Combine MapBlock's face caches to so big pieces that VBO
|
||||||
- create copies of all textures for all lighting values and only
|
|
||||||
change texture for material?
|
|
||||||
- Umm... the collecting of the faces is the slow part
|
|
||||||
-> what about just changing the color values of the existing
|
|
||||||
meshbuffers? It should go quite fast.
|
|
||||||
- This is not easy; There'd need to be a buffer somewhere
|
|
||||||
that would contain the night and day lighting values.
|
|
||||||
- Actually if FastFaces would be stored, they could
|
|
||||||
hold both values
|
|
||||||
|
|
||||||
FEATURE: Combine MapBlock's face caches to so big pieces that VBO
|
|
||||||
gets used
|
gets used
|
||||||
- That is >500 vertices
|
- That is >500 vertices
|
||||||
- This is not easy; all the MapBlocks close to the player would
|
- This is not easy; all the MapBlocks close to the player would
|
||||||
still need to be drawn separately and combining the blocks
|
still need to be drawn separately and combining the blocks
|
||||||
would have to happen in a background thread
|
would have to happen in a background thread
|
||||||
|
|
||||||
TODO: Make fetching sector's blocks more efficient when rendering
|
SUGG: Make fetching sector's blocks more efficient when rendering
|
||||||
sectors that have very large amounts of blocks (on client)
|
sectors that have very large amounts of blocks (on client)
|
||||||
- Is this necessary at all?
|
- Is this necessary at all?
|
||||||
|
|
||||||
|
@ -180,24 +163,19 @@ Configuration:
|
||||||
Client:
|
Client:
|
||||||
-------
|
-------
|
||||||
|
|
||||||
|
TODO: Remove IrrlichtWrapper
|
||||||
|
|
||||||
TODO: Untie client network operations from framerate
|
TODO: Untie client network operations from framerate
|
||||||
- Needs some input queues or something
|
- Needs some input queues or something
|
||||||
|
- This won't give much performance boost because calculating block
|
||||||
|
meshes takes so long
|
||||||
|
|
||||||
SUGG: Make morning and evening transition more smooth and maybe shorter
|
SUGG: Make morning and evening transition more smooth and maybe shorter
|
||||||
|
|
||||||
SUGG: Don't update all meshes always on single node changes, but
|
TODO: Don't update all meshes always on single node changes, but
|
||||||
check which ones should be updated
|
check which ones should be updated
|
||||||
- implement Map::updateNodeMeshes()
|
- implement Map::updateNodeMeshes() and the usage of it
|
||||||
|
- It will give almost always a 4x boost in mesh update performance.
|
||||||
TODO: Remove IrrlichtWrapper
|
|
||||||
|
|
||||||
SUGG: Add a "description" field to InventoryList and show it in
|
|
||||||
GUIInventoryMenu
|
|
||||||
- If separate menus are made for everything, this is not needed
|
|
||||||
|
|
||||||
TODO: See what is the main slowdown when a node is added or removed
|
|
||||||
and make it asynchronous at least for other players
|
|
||||||
- It probably is updateMeshes. How 'bout making it asynchronous?
|
|
||||||
|
|
||||||
Server:
|
Server:
|
||||||
-------
|
-------
|
||||||
|
@ -205,12 +183,6 @@ Server:
|
||||||
SUGG: Make an option to the server to disable building and digging near
|
SUGG: Make an option to the server to disable building and digging near
|
||||||
the starting position
|
the starting position
|
||||||
|
|
||||||
TODO: Copy the text of the last picked sign to inventory in creative
|
|
||||||
mode
|
|
||||||
|
|
||||||
TODO: Check what goes wrong with caching map to disk (Kray)
|
|
||||||
- Nothing?
|
|
||||||
|
|
||||||
FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
|
FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
|
||||||
|
|
||||||
* Fix the problem with the server constantly saving one or a few
|
* Fix the problem with the server constantly saving one or a few
|
||||||
|
@ -219,9 +191,6 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
|
||||||
* Make a small history check to transformLiquids to detect and log
|
* Make a small history check to transformLiquids to detect and log
|
||||||
continuous oscillations, in such detail that they can be fixed.
|
continuous oscillations, in such detail that they can be fixed.
|
||||||
|
|
||||||
TODO: Player health points
|
|
||||||
- When player dies, throw items on map
|
|
||||||
|
|
||||||
FIXME: If something is removed from craftresult with a right click,
|
FIXME: If something is removed from craftresult with a right click,
|
||||||
it is only possible to get one item from it should give 4
|
it is only possible to get one item from it should give 4
|
||||||
|
|
||||||
|
@ -239,27 +208,22 @@ TODO: Mineral and ground material properties
|
||||||
|
|
||||||
TODO: Flowing water to actually contain flow direction information
|
TODO: Flowing water to actually contain flow direction information
|
||||||
|
|
||||||
FEATURE: Create a system that allows a huge amount of different "map
|
SUGG: Erosion simulation at map generation time
|
||||||
generator modules/filters"
|
- Simulate water flows, which would carve out dirt fast and
|
||||||
|
then turn stone into gravel and sand and relocate it.
|
||||||
FEATURE: Erosion simulation at map generation time
|
- How about relocating minerals, too? Coal and gold in
|
||||||
- Simulate water flows, which would carve out dirt fast and
|
downstream sand and gravel would be kind of cool
|
||||||
then turn stone into gravel and sand and relocate it.
|
- This would need a better way of handling minerals, mainly
|
||||||
- How about relocating minerals, too? Coal and gold in
|
to have mineral content as a separate field. the first
|
||||||
downstream sand and gravel would be kind of cool
|
parameter field is free for this.
|
||||||
- This would need a better way of handling minerals, mainly
|
- Simulate rock falling from cliffs when water has removed
|
||||||
to have mineral content as a separate field. the first
|
enough solid rock from the bottom
|
||||||
parameter field is free for this.
|
|
||||||
- Simulate rock falling from cliffs when water has removed
|
|
||||||
enough solid rock from the bottom
|
|
||||||
|
|
||||||
Mapgen v2:
|
Mapgen v2:
|
||||||
* only_from_disk might not work anymore - check and fix it.
|
* only_from_disk might not work anymore - check and fix it.
|
||||||
* Make the generator to run in background and not blocking block
|
* Make the generator to run in background and not blocking block
|
||||||
placement and transfer
|
placement and transfer
|
||||||
* Possibly add some kind of erosion and other stuff
|
* Possibly add some kind of erosion and other stuff
|
||||||
* Make client to fetch stuff asynchronously
|
|
||||||
- Needs method SyncProcessData
|
|
||||||
* Better water generation (spread it to underwater caverns but don't
|
* Better water generation (spread it to underwater caverns but don't
|
||||||
fill dungeons that don't touch big water masses)
|
fill dungeons that don't touch big water masses)
|
||||||
* When generating a chunk and the neighboring chunk doesn't have mud
|
* When generating a chunk and the neighboring chunk doesn't have mud
|
||||||
|
@ -276,8 +240,6 @@ Misc. stuff:
|
||||||
Make a system for pregenerating quick information for mapblocks, so
|
Make a system for pregenerating quick information for mapblocks, so
|
||||||
that the client can show them as cubes before they are actually sent
|
that the client can show them as cubes before they are actually sent
|
||||||
or even generated.
|
or even generated.
|
||||||
* Optimize VoxelManipulator lighting implementation by using indices
|
|
||||||
in place of coordinates?
|
|
||||||
|
|
||||||
Making it more portable:
|
Making it more portable:
|
||||||
------------------------
|
------------------------
|
||||||
|
|
Loading…
Reference in New Issue