commit bc7a3540d42d2753a218f008c109a366b0fc9812 Author: Tai @ Flex Date: Sat Nov 26 20:49:46 2016 +0000 initial commit diff --git a/README.md b/README.md new file mode 100644 index 0000000..6c14809 --- /dev/null +++ b/README.md @@ -0,0 +1,3 @@ +# Little Big House + +As [requested by Kosmos](https://forum.minetest.net/viewtopic.php?f=47&t=15722) diff --git a/initial_notes.txt b/initial_notes.txt new file mode 100644 index 0000000..948a9ad --- /dev/null +++ b/initial_notes.txt @@ -0,0 +1,21 @@ +Yes, 1500 blocks should work, thanks paramat! + +I'm thinking that a sky structure should be around 32*64*32 in size (will be a schem - mostly empty space bounded by unbreakable walls/ceiling/floor), and aligned to map blocks (16*16*16? I am reasoning along this line anyway) (this translates to being 2*4*2 blocks in size, which should be plenty "big" for a house!) -- the land structure would simply be symbolic and could be just 1 node in x/z and 2 nodes in y. + +The mapping would this be, for any 2*2 block map area, a 2*2 block area in the sky is set aside for it starting at y=31000 and going up for another 1500 nodes + +This would mean a sky structure would take up 64 nodes in height, which allows 23 sky structures to map over the same 2*2 blocks expanse on the ground -- which means for example that within a land area of (0,0 to 32,32) there can be at most 23 land structures. + +These need to be evenly spaced out... sqrt(23) =~ 4.7 - there can be 4.7 land structures along the x axis and 4.7 along the z axis of the map - +If we are operating on a 32*32 space, that means 32/4.7 =~ 6.8, which means spacing out the land structures in approximate 6*6 land grab areas (now with n=6)..... with the 0.7n space being an area of 0.7n*1n for the extra few, and the very last slot being actually 0.7n*0.7n? I need to diagram this... + + +So it seems they don't have to be too far apart, in a 2d plane. Detecting placement of new land structures is trickier - but it might have to simply be, when a door is placed, the corresponding map area is checked - if it finds a sky structure already there, then denied, unless somehow we can detect that the sky structure does belong to the person placing the door. + +This assumes we can do getnode() and/or voxelmanip on an onloaded and un-generated map chunk.... + +Now we just need to map the x,z chunks where single land structure can be placed, to the sky structure's starting y would be. + +I'll think about that one later. + +Does this make sense....? It's mainly a stream of consciousness....