Search found 23 matches

by vladts
Thu Apr 22, 2021 14:35
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Re: Diamond-square mountain landscape generation

Also I think that it would be useful to allow to create mountain after map is generated. So there should be some API for calling mapgen from lua. Is it possible now?
by vladts
Thu Apr 22, 2021 11:18
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Re: Diamond-square mountain landscape generation

Now i simply fill all air with height <= 5 with water. To create mountain lakes i need to write code to detect places, where they are possible
by vladts
Thu Apr 22, 2021 10:16
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Re: Diamond-square mountain landscape generation

It looks like heightmap. Yes, this can not work with more complex landscape
by vladts
Thu Apr 22, 2021 09:11
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Re: Diamond-square mountain landscape generation

Linuxdirk wrote:
Thu Apr 22, 2021 08:49
It was removed on 0.4.8 release in 2013 because it was broken.
When it has appeared? I'm trying 0.4.6 and don't see it
by vladts
Thu Apr 22, 2021 08:11
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Re: Diamond-square mountain landscape generation

About displaying far away areas, i think at distance, where 16x16 block looks small enough, we can display it as single block (like on the video above). It will decrease displayed cubes in big areas in about 16*16*16=4096 times, and allow to significally increase viewing distance
by vladts
Thu Apr 22, 2021 08:02
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Re: Diamond-square mountain landscape generation

sorcerykid wrote:
Wed Apr 21, 2021 15:51
I'm imagining a fog-like silhouette for distant nodes (no textures, just a solid color with translucency based on distance)
There are not always fog in mountains

Image
by vladts
Thu Apr 22, 2021 07:56
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Re: Diamond-square mountain landscape generation

Linuxdirk wrote:
Wed Apr 21, 2021 18:30
It once was but it was a bad implementation
In which version it was?
by vladts
Wed Apr 21, 2021 15:42
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Re: Diamond-square mountain landscape generation

Linuxdirk wrote:
Wed Apr 21, 2021 08:00
everything larger than roughly 300 nodes causes various issues
I think this can be fixed, if far-away landscape would be displayed not as nodes, but as smooth polygon approximation.
by vladts
Wed Apr 21, 2021 07:50
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Re: Diamond-square mountain landscape generation

I'd love to see realistically high mountains (3000-8000 nodes) It's not a problem to generate such big mountain, but it's a problem to display it whole. Minetest became VERY slow on huge areas with visible nodes. Even landscapes with mountains with height=500 can not be displayed with normal FPS if...
by vladts
Wed Apr 21, 2021 02:46
Forum: General Discussion
Topic: Diamond-square mountain landscape generation
Replies: 20
Views: 1703

Diamond-square mountain landscape generation

Hello! I'm writing mapgen, which creates landscapes with diamond-square algorithm. It can create realistic mountains and hills. Now i have implemented creation of volcanic islands (on attached image) with this algorithm https://forum.minetest.net/download/file.php?mode=view&id=24225 https://foru...
by vladts
Mon Apr 06, 2020 23:48
Forum: Modding Discussion
Topic: Entity inventory
Replies: 1
Views: 288

Entity inventory

Hello! I'm interested, how can i create inventory in entity? I'm developing modified carts with engine, and i want to add furnace-like interface for putting fuel into it. But when i create entity, cart_obj = minetest.add_entity(pointed_thing.under, "carts:cart") local inv = cart_obj:get_in...
by vladts
Sat Mar 17, 2018 15:07
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 1956

Re: [mod] "realistic" nuclear mod

I think about this. But I don't want to do some 'magical' converter to energy. Real nuclear reactors heats flowing water, water transforms into steam and steam rotates turbine. In minetest we don't have neither steam, neither real flowing water. So I think, what heat-to-energy converter should do.
by vladts
Sat Mar 17, 2018 09:46
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 1956

Re: [mod] "realistic" nuclear mod

Image

Automatic reactor control. Neutrons detector (under the reactor) measures number of neutrons and controller moves cadmium block into the reactor, if it's too many neutrons
by vladts
Sat Mar 17, 2018 05:56
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 1956

Re: [mod] "realistic" nuclear mod

Water cooling and improvements of temperature calculations

Image
by vladts
Fri Mar 16, 2018 18:53
Forum: Modding Discussion
Topic: Tools events in mods
Replies: 5
Views: 552

Tools events in mods

Hello!

I have some question about tools. I have tool which displays some HUD. When on_use is called, I can modify this HUDs. But I didn't find callback for switching to other tool. But i need to hide HUD when the tool is deselected. How can i do this?
by vladts
Wed Mar 14, 2018 12:10
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 1956

Re: [mod] "realistic" nuclear mod

Now I have a big problem with performance of my mod, because calculation of neutrons takes O(n^(7/3)), where n - number of blocks.
by vladts
Wed Mar 14, 2018 12:09
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 1956

Re: [mod] "realistic" nuclear mod

I think I will write something like this, to make reactor a bit more useful than just melting ground.
by vladts
Wed Mar 14, 2018 06:07
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 1956

[mod] "realistic" nuclear mod

Hello! There is some mods for minetest, which contains radioactivity, uranium and so on. But I didn't find mod, which calculates radioactivity processes in realistic manner. So I started my own. It contains: Nodes: uranium graphite nuclear wastes cadmium Tools: radioactivity measure tool, which show...
by vladts
Tue Feb 14, 2017 11:25
Forum: Problems
Topic: Falling nodes loses their meta info
Replies: 2
Views: 383

Falling nodes loses their meta info

Bug is reproducible Minetest version 0.4.14 How to reproduce: write mod heavy_cube={} minetest.register_node("heavy_cube:cube", { description = "Heavy cube", groups = {cracky = 3, falling_node = 1}, is_ground_content = false, on_construct = function(pos) local meta = minetest.get...
by vladts
Sun Feb 12, 2017 20:33
Forum: Modding Discussion
Topic: Converting one flowing liquid to other
Replies: 1
Views: 312

Converting one flowing liquid to other

Hello! I have some difficulty with converting one flowing liquid to other. If I simply call add_node() with target flowing liquid and set the same level, as it was for the original liquid, my target liquid disappears, because I have no source of this liquid. I don't see some simple solution of such ...