mapgen work-in-progress

This commit is contained in:
Perttu Ahola 2011-03-02 02:00:11 +02:00
parent 9a22d02903
commit 2e7b15fed3
8 changed files with 993 additions and 122 deletions

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@ -511,9 +511,12 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
player->setPosition(playerpos_f); player->setPosition(playerpos_f);
} }
if(datasize >= 2+1+6+8)
{
// Get map seed // Get map seed
m_map_seed = readU64(&data[2+1+6]); m_map_seed = readU64(&data[2+1+6]);
dstream<<"Client: received map seed: "<<m_map_seed<<std::endl; dstream<<"Client: received map seed: "<<m_map_seed<<std::endl;
}
// Reply to server // Reply to server
u32 replysize = 2; u32 replysize = 2;

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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define DEBUGFILE "debug.txt" #define DEBUGFILE "debug.txt"
#define WATER_ALPHA 160 #define WATER_ALPHA 160
//#define WATER_ALPHA 190
// Define for simulating the quirks of sending through internet. // Define for simulating the quirks of sending through internet.
// Causes the socket class to deliberately drop random packets. // Causes the socket class to deliberately drop random packets.

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@ -28,6 +28,9 @@ 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:
--------------------
SUGG: Fix address to be ipv6 compatible SUGG: Fix address to be ipv6 compatible
NOTE: When a new sector is generated, it may change the ground level NOTE: When a new sector is generated, it may change the ground level
@ -116,11 +119,6 @@ Documentation:
Build system / running: Build system / running:
----------------------- -----------------------
FIXME: Some network errors on Windows that cause local game to not work
- See siggjen's emails.
- Is this the famous "windows 7 problem"?
- Apparently there might be other errors too
Networking and serialization: Networking and serialization:
----------------------------- -----------------------------
@ -160,6 +158,8 @@ TODO: Make fetching sector's blocks more efficient when rendering
TODO: Flowing water animation TODO: Flowing water animation
* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
Configuration: Configuration:
-------------- --------------
@ -182,7 +182,7 @@ Server:
TODO: When player dies, throw items on map TODO: When player dies, throw items on map
TODO: 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 TODO: Copy the text of the last picked sign to inventory in creative
@ -191,11 +191,14 @@ TODO: Copy the text of the last picked sign to inventory in creative
TODO: Check what goes wrong with caching map to disk (Kray) TODO: Check what goes wrong with caching map to disk (Kray)
- Nothing? - Nothing?
TODO: When server sees that client is removing an inexistent block in
an existent position, resend the MapBlock.
FIXME: Server went into some infinite PeerNotFoundException loop FIXME: Server went into some infinite PeerNotFoundException loop
* Fix the problem with the server constantly saving one or a few
blocks? List the first saved block, maybe it explains.
- It is probably caused by oscillating water
* Make a small history check to transformLiquids to detect and log
continuous oscillations, in such detail that they can be fixed.
Objects: Objects:
-------- --------
@ -221,6 +224,15 @@ Block object server side:
- When a statically stored active object comes near a player, - When a statically stored active object comes near a player,
recreate the active object recreate the active object
* Continue making the scripting system:
* Make updateNodeMesh for a less verbose mesh update on add/removenode
* Switch to using a safe way for the self and env pointers
* Make some global environment hooks, like node placed and general
on_step()
* Add a global Lua spawn handler and such
* Get rid of MapBlockObjects
* Other players could be sent to clients as LuaCAOs
Map: Map:
---- ----
@ -247,42 +259,10 @@ FEATURE: Erosion simulation at map generation time
- Simulate rock falling from cliffs when water has removed - Simulate rock falling from cliffs when water has removed
enough solid rock from the bottom enough solid rock from the bottom
Doing now (most important at the top): Mapgen v2:
-------------------------------------- * only_from_disk might not work anymore - check and fix it.
# maybe done
* not done
=== Next
* Generate trees better
- Add a "trees_added" flag to sector, or something
=== Fixmes
* Check the fixmes in the list above
* Make server find the spawning place from the real map data, not from
the heightmap
- But the changing borders of chunk have to be avoided, because
there is time to generate only one chunk.
* 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
* only_from_disk might not work anymore - check and fix it.
=== Making it more portable
* Some MSVC: std::sto* are defined without a namespace and collide
with the ones in utility.h
=== Features
* Continue making the scripting system:
* Make updateNodeMesh for a less verbose mesh update on add/removenode
* Switch to using a safe way for the self and env pointers
* Make some global environment hooks, like node placed and general
on_step()
* Add a global Lua spawn handler and such
* Get rid of MapBlockObjects
* Other players could be sent to clients as LuaCAOs
* Add mud underground
* Make an "environment metafile" to store at least time of day
* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
- Or maybe move content_features to material.{h,cpp}?
* Add some kind of erosion and other stuff that now is possible * Add some kind of erosion and other stuff that now is possible
* Make client to fetch stuff asynchronously * Make client to fetch stuff asynchronously
- Needs method SyncProcessData - Needs method SyncProcessData
@ -292,16 +272,36 @@ Doing now (most important at the top):
and stuff yet and the ground is fairly flat, the mud will flow to and stuff yet and the ground is fairly flat, the mud will flow to
the other chunk making nasty straight walls when the other chunk the other chunk making nasty straight walls when the other chunk
is generated. Fix it. is generated. Fix it.
* Fix the problem with the server constantly saving one or a few
blocks? List the first saved block, maybe it explains. Mapgen v3:
- It is probably caused by oscillating water * Generate trees better
* Make a small history check to transformLiquids to detect and log - Add a "trees_added" flag to sector, or something
continuous oscillations, in such detail that they can be fixed. * How 'bout making turbulence controlled so that for a given 2d position
* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC it can be completely turned off, and is usually so. This way generation
can be sped up a lot.
Mapgen v4:
* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
* Make chunks to be tiled vertically too
Misc. stuff:
------------
* Make an "environment metafile" to store at least time of day
* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
- Or maybe move content_features to material.{h,cpp}?
* Maybe: * Maybe:
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:
------------------------
* Some MSVC: std::sto* are defined without a namespace and collide
with the ones in utility.h
====================================================================== ======================================================================
@ -1306,8 +1306,49 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
c.set(255, 160, 160, 160); c.set(255, 160, 160, 160);
else if(h < WATER_LEVEL - 0.5) // Water else if(h < WATER_LEVEL - 0.5) // Water
c.set(255, 50, 50, 255); c.set(255, 50, 50, 255);
else if(h < WATER_LEVEL + 2 // Sand #if 0
&& get_have_sand(client->getMapSeed(), pf)) else if(get_have_sand_ground(client->getMapSeed(), pf)
|| (h < WATER_LEVEL + 2
&& get_have_sand_coast(client->getMapSeed(), pf)))
{
h -= WATER_LEVEL;
h /= 50.0;
h = 1.0 - exp(-h);
video::SColor c1(255,237,201,175);
//video::SColor c2(255,20,20,20);
video::SColor c2(255,150,0,0);
c = c2.getInterpolated(c1, h);
}
else
{
h -= WATER_LEVEL;
h /= 50.0;
h = 1.0 - exp(-h);
video::SColor c1(255,110,185,90);
//video::SColor c2(255,20,20,20);
video::SColor c2(255,150,0,0);
c = c2.getInterpolated(c1, h);
}
#endif
#if 1
#if 0
else if(get_have_sand_ground(client->getMapSeed(), pf))
{
h -= WATER_LEVEL;
h /= 20.0;
h = 1.0 - exp(-h);
video::SColor c1(255,237,201,175);
//video::SColor c2(255,20,20,20);
video::SColor c2(255,150,0,0);
c = c2.getInterpolated(c1, h);
}
#endif
// Sand
else if(h < WATER_LEVEL + 2
&& get_have_sand_coast(client->getMapSeed(), pf))
c.set(255, 237, 201, 175); c.set(255, 237, 201, 175);
#if 1 #if 1
else if(h < WATER_LEVEL + 10) else if(h < WATER_LEVEL + 10)
@ -1325,14 +1366,7 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
else else
c.set(255, 255, 255, 255); // White c.set(255, 255, 255, 255); // White
#endif #endif
/*else if(h < WATER_LEVEL + d1) #endif
{
h -= WATER_LEVEL;
u32 a = (u32)(h / d1 * 255);
if(a > 255)
a = 255;
c.set(255, 0, a, 0);
}*/
#if 0 #if 0
else else
{ {
@ -1350,6 +1384,22 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
a = 255-a; a = 255-a;
c.set(255, a, a, a);*/ c.set(255, a, a, a);*/
} }
#endif
#if 1
if(h >= WATER_LEVEL - 0.5
&& get_have_sand_ground(client->getMapSeed(), pf))
{
video::SColor c1(255,237,201,175);
c = c.getInterpolated(c1, 0.5);
}
#endif
#if 1
double tf = get_turbulence_factor_2d(client->getMapSeed(), pf);
if(tf > 0.001)
{
video::SColor c1(255,255,0,0);
c = c.getInterpolated(c1, 1.0-(0.5*tf));
}
#endif #endif
img->setPixel(x, y, c); img->setPixel(x, y, c);
} }
@ -2911,7 +2961,7 @@ int main(int argc, char *argv[])
driver->setFog( driver->setFog(
bgcolor, bgcolor,
video::EFT_FOG_LINEAR, video::EFT_FOG_LINEAR,
range*0.6, range*0.4,
range*1.0, range*1.0,
0.01, 0.01,
false, // pixel fog false, // pixel fog

File diff suppressed because it is too large Load Diff

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@ -45,7 +45,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/ */
double base_rock_level_2d(u64 seed, v2f p); double base_rock_level_2d(u64 seed, v2f p);
bool get_have_sand(u64 seed, v2f p); bool get_have_sand_coast(u64 seed, v2f p);
bool get_have_sand_ground(u64 seed, v2f p);
double get_turbulence_factor_2d(u64 seed, v2f p);
/* /*
*/ */

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@ -44,10 +44,10 @@ double linearInterpolation(double x0, double x1, double t){
} }
double biLinearInterpolation(double x0y0, double x1y0, double x0y1, double x1y1, double x, double y){ double biLinearInterpolation(double x0y0, double x1y0, double x0y1, double x1y1, double x, double y){
/*double tx = easeCurve(x); double tx = easeCurve(x);
double ty = easeCurve(y);*/ double ty = easeCurve(y);
double tx = x; /*double tx = x;
double ty = y; double ty = y;*/
double u = linearInterpolation(x0y0,x1y0,tx); double u = linearInterpolation(x0y0,x1y0,tx);
double v = linearInterpolation(x0y1,x1y1,tx); double v = linearInterpolation(x0y1,x1y1,tx);
return linearInterpolation(u,v,ty); return linearInterpolation(u,v,ty);

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@ -3430,9 +3430,9 @@ Player *Server::emergePlayer(const char *name, const char *password,
!= m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(-1,-1))) != m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(-1,-1)))
continue; continue;
} }
// Get sector // Get sector (NOTE: Don't get because it's slow)
m_env.getMap().emergeSector(sectorpos); //m_env.getMap().emergeSector(sectorpos);
// Get ground height at point // Get ground height at point (fallbacks to heightmap function)
groundheight = m_env.getServerMap().findGroundLevel(nodepos); groundheight = m_env.getServerMap().findGroundLevel(nodepos);
// Don't go underwater // Don't go underwater
if(groundheight < WATER_LEVEL) if(groundheight < WATER_LEVEL)
@ -3440,7 +3440,15 @@ Player *Server::emergePlayer(const char *name, const char *password,
//dstream<<"-> Underwater"<<std::endl; //dstream<<"-> Underwater"<<std::endl;
continue; continue;
} }
#if 0 // Doesn't work, generating blocks is a bit too complicated for doing here // Don't go to high places
if(groundheight > WATER_LEVEL + 4)
{
//dstream<<"-> Underwater"<<std::endl;
continue;
}
#if 0
// Doesn't work, generating blocks is a bit too complicated for doing here
// Get block at point // Get block at point
v3s16 nodepos3d; v3s16 nodepos3d;
nodepos3d = v3s16(nodepos.X, groundheight+1, nodepos.Y); nodepos3d = v3s16(nodepos.X, groundheight+1, nodepos.Y);
@ -3466,6 +3474,7 @@ Player *Server::emergePlayer(const char *name, const char *password,
continue; continue;
} }
#endif #endif
// Found a good place // Found a good place
dstream<<"Searched through "<<i<<" places."<<std::endl; dstream<<"Searched through "<<i<<" places."<<std::endl;
break; break;