Search found 23 matches
- Thu Apr 22, 2021 14:35
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
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?
- Thu Apr 22, 2021 11:18
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
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
- Thu Apr 22, 2021 10:39
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
Re: Diamond-square mountain landscape generation
mountain range
- Thu Apr 22, 2021 10:16
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
Re: Diamond-square mountain landscape generation
It looks like heightmap. Yes, this can not work with more complex landscape
- Thu Apr 22, 2021 09:11
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
- Thu Apr 22, 2021 08:24
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
Re: Diamond-square mountain landscape generation
Or like this:
- Thu Apr 22, 2021 08:11
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
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
- Thu Apr 22, 2021 08:02
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
Re: Diamond-square mountain landscape generation
There are not always fog in mountainssorcerykid wrote: ↑Wed Apr 21, 2021 15:51I'm imagining a fog-like silhouette for distant nodes (no textures, just a solid color with translucency based on distance)
- Thu Apr 22, 2021 07:56
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
- Wed Apr 21, 2021 15:42
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
- Wed Apr 21, 2021 07:50
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
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...
- Wed Apr 21, 2021 02:46
- Forum: General Discussion
- Topic: Diamond-square mountain landscape generation
- Replies: 20
- Views: 1709
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...
- Mon Apr 06, 2020 23:48
- Forum: Modding Discussion
- Topic: Entity inventory
- Replies: 1
- Views: 289
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...
- Sat Mar 17, 2018 15:07
- Forum: WIP Mods
- Topic: [mod] "realistic" nuclear mod
- Replies: 10
- Views: 1965
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.
- Sat Mar 17, 2018 09:46
- Forum: WIP Mods
- Topic: [mod] "realistic" nuclear mod
- Replies: 10
- Views: 1965
Re: [mod] "realistic" nuclear mod
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
- Sat Mar 17, 2018 05:56
- Forum: WIP Mods
- Topic: [mod] "realistic" nuclear mod
- Replies: 10
- Views: 1965
Re: [mod] "realistic" nuclear mod
Water cooling and improvements of temperature calculations
- 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?
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?
- Wed Mar 14, 2018 12:10
- Forum: WIP Mods
- Topic: [mod] "realistic" nuclear mod
- Replies: 10
- Views: 1965
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.
- Wed Mar 14, 2018 12:09
- Forum: WIP Mods
- Topic: [mod] "realistic" nuclear mod
- Replies: 10
- Views: 1965
Re: [mod] "realistic" nuclear mod
I think I will write something like this, to make reactor a bit more useful than just melting ground.
- Wed Mar 14, 2018 06:07
- Forum: WIP Mods
- Topic: [mod] "realistic" nuclear mod
- Replies: 10
- Views: 1965
[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...
- Tue Feb 14, 2017 12:32
- Forum: Problems
- Topic: Falling nodes loses their meta info
- Replies: 2
- Views: 383
- 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...
- Sun Feb 12, 2017 20:33
- Forum: Modding Discussion
- Topic: Converting one flowing liquid to other
- Replies: 1
- Views: 313
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 ...