Search found 33 matches

Return to advanced search

minetest as a library?

The extreme of game/engine split, break minetest down to a core functionality of maintaining voxel areas and providing an interface for manipulating them, real-time mesh generation. Offload everything else to whatever other program (ie. game engine) wants to utilize it. Most games/mods, as they exis...
by emugod
Tue Sep 29, 2015 05:24
 
Forum: Partly official engine development
Topic: minetest as a library?
Replies: 0
Views: 448

Re: 2 Default subgames with minetest

Definitely a good idea, but should be done to give perspective of how diverse games can be. minimal developer test, minetest_game (or something, the minecraft equivalent), and then something else doing entirely different things with the engine.
by emugod
Sat Sep 19, 2015 16:01
 
Forum: Feature Discussion
Topic: 2 Default subgames with minetest
Replies: 10
Views: 790

Re: where are namespaces defined

video, core, io, scene are all sub namespaces in the irr namespace, supplied by the Irrlicht engine. ok, thanks. I'm looking through drawscene.cpp, you wouldn't happen to know where driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); these variables (video::ETS_WORLD and core::IdentityMat...
by emugod
Thu Aug 07, 2014 21:10
 
Forum: Partly official engine development
Topic: where are namespaces defined
Replies: 3
Views: 748

where are namespaces defined

Where are namespaces defined? For example video:: ? Are they all over or is there generally one large collection? or are these subspaces of core::, or something? I've looked in all the places I could think they might be (primarily headers included in files where they're used), but haven't found any ...
by emugod
Thu Aug 07, 2014 00:19
 
Forum: Partly official engine development
Topic: where are namespaces defined
Replies: 3
Views: 748

Re: Placing Block Under Yourself

The inability to easily pillar up is definitely noticed and felt, coming from minecraft. I think I'd personally prefer that it just be 'fixed' (made more minecraft-like, but I can't think of any major problems with having an auto-pillar option as well (when placing blocks below you automatically mov...
by emugod
Sun Jul 27, 2014 23:37
 
Forum: Feature Discussion
Topic: Placing Block Under Yourself
Replies: 6
Views: 1189

Re: Infinite world size

I presume we could gain about 6 % in all directions by increasing map generation limit. This way, we'd have worlds of up to about 32768 blocks in all directions. Not that much, but it's worth trying. the current code has an arbitrary limit of 31000 (defined in constants.h, very easy to change), as ...
by emugod
Sun Jul 27, 2014 23:13
 
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 26222

Minecraft backwards compatibility?

By which I mean, connection to minecraft servers, loading of minecraft maps. To get this a lot of new features would be needed, mostly what is being discussed in https://forum.minetest.net/viewtopic.php?f=5&t=9183, far larger world size and variable height limit (minecrafts real blocks are 60m x...
by emugod
Thu Jul 24, 2014 13:35
 
Forum: Feature Discussion
Topic: Minecraft backwards compatibility?
Replies: 6
Views: 2489

Re: Infinite world size

Nore wrote:I do have code that should make the world infinite, however, there are still a lot of limitations:
-> you still can't go further than 214748 because of the way floats are sent (a 32 bit integer)

Could you elaborate on this? And the nature, root cause, of the current codes 2^15 limit?
by emugod
Sun Jul 20, 2014 23:48
 
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 26222

Why 16-node blocks? #define MAP_BLOCKSIZE from constants.h

Is there any reason for blocks to be 16^3 nodes, as opposed to any arbitrary size? // Dimension of a MapBlock #define MAP_BLOCKSIZE 16 // This makes mesh updates too slow, as many meshes are updated during // the main loop (related to TempMods and day/night) //#define MAP_BLOCKSIZE 32 I've toyed wit...
by emugod
Sun Jul 20, 2014 01:04
 
Forum: Partly official engine development
Topic: Why 16-node blocks? #define MAP_BLOCKSIZE from constants.h
Replies: 1
Views: 902

Re: Wishes for Minetest 0.4.11 (or 0.5)

better in-game statistics and info panels (even a full statistical menu, all variable, modifiable in real time, look-based node/block picking and readout/modification), block border highlights of some kind (including occluded but loaded blocks)

real dream would be actual documentation
by emugod
Sat Jul 19, 2014 23:05
 
Forum: Feature Discussion
Topic: Wishes for Minetest 0.4.11 (or 0.5)
Replies: 341
Views: 43386

Re: Tutorial mode/menu/screen

how about an option for world gen, that places a predesigned tutorial structure at spawn, a small 'hazard course' with popups to explain controls and some basic crafting, plus stuff like how fluids work, fall damage, etc. plus the structure itself would be a good source of resources. basically an ex...
by emugod
Mon Jul 14, 2014 17:02
 
Forum: Feature Discussion
Topic: Tutorial mode/menu/screen
Replies: 12
Views: 1919

Re: performance ideas

Predictive block loading/generation for caves. So you want the mapgen running on the client? That won't work for Lua mapgens anyway, or for servers with mods that affect generation. I didn't bother to expand much on that one because I figured there would be an immediate reply "it already does&...
by emugod
Sat Jul 12, 2014 00:08
 
Forum: Feature Discussion
Topic: performance ideas
Replies: 4
Views: 1228

performance ideas

Tessellation, combining of multiple node faces to reduce the total number of polygons to be rendered. What kind of tessellation does minetest feature? Minecraft had a lot of work put into its tessellator, in the earlier days of its development, but it seems to have been abandoned at some point. Does...
by emugod
Thu Jul 10, 2014 04:48
 
Forum: Feature Discussion
Topic: performance ideas
Replies: 4
Views: 1228

Re: New sound type for climbable nodes like ladders

can nodes have multiple sound types, for example with ladders both one for on first attaching to it, and for actually climbing it? or how about randomly selecting from multiple different sounds?
by emugod
Thu Jul 10, 2014 03:46
 
Forum: Feature Discussion
Topic: New sound type for climbable nodes like ladders
Replies: 6
Views: 1355

Re: Client Side Lua (Again)

This goes against the principle of the server having the map with everything that belong to it. I have to agree, that this should always remain the case. Client side activity should be limited as much as possible to graphics. Allowing mods for this would be a good idea, and as I see it would probab...
by emugod
Wed Jul 09, 2014 03:14
 
Forum: Feature Discussion
Topic: Client Side Lua (Again)
Replies: 19
Views: 3570

Re: Vector Textures.

This would be a good thing to ask one of the active engine developers about. It seems like something that might be a matter of literally just enabling. I couldn't see much use for it, though. Maybe it could be combined with the tessellation (does minetest even use any tessellation?) somehow, for an ...
by emugod
Tue Jul 08, 2014 21:57
 
Forum: Feature Discussion
Topic: Vector Textures.
Replies: 4
Views: 1165

Re: Real-time, Overhead-view, 2D Map - Is It Possible?

A big problem in minetest would be, where's the 'top'? It's a fully 3D environment, and gameplay is highly vertical. A map showing just a top-down view of the surface (from worldheight cast down to the first solid block), would be very possible, and in fact exists (a few different mods for minecraft...
by emugod
Tue Jul 08, 2014 00:33
 
Forum: Feature Discussion
Topic: Real-time, Overhead-view, 2D Map - Is It Possible?
Replies: 15
Views: 2340

Re: looping/wraparound/spherical/tiling world

Blending sounds like a good idea, i have a feeling it's possible in a clean mathy way, or at least wrapping in one direction only, like a tube world. Great! And something to remember, except for the corners it's all going to be in just one direction, either left/right(x) or top/bottom(y) edges bein...
by emugod
Mon Jul 07, 2014 23:24
 
Forum: Partly official engine development
Topic: looping/wraparound/spherical/tiling world
Replies: 14
Views: 2838

Re: Infinite world size

What would happen if people ... mine ? That's actually the exact problem I have with the true 3D cube world concept. If players are constantly changing the shape of the planet it would seem to me you'd quickly wind up with significant 'gravitational anomalies'. What happens when a player digs to th...
by emugod
Mon Jul 07, 2014 22:11
 
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 26222

Re: Infinite world size

Depending on which of six regions you are in (determined by which primary axis coordinate has the greatest magnitude and its sign), up/down would just be in a different direction (for determining camera orientation, gravity, and "height"). There'd be the +X region, and -X, +Y, -Y, +Z, and...
by emugod
Mon Jul 07, 2014 17:06
 
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 26222

Re: Proposal: persistent node damage

The engine likely doesn't think in terms of animation frames: currently, you can use any amount of frames for the breaking animation, it's fully client-side. This makes me realize, I have no idea how node breaking even actually works, in minetest. I know it's probably not anything as straightforwar...
by emugod
Sun Jul 06, 2014 00:05
 
Forum: Partly official engine development
Topic: Proposal: persistent node damage
Replies: 8
Views: 2166

Re: looping/wraparound/spherical/tiling world

> Perhaps easier to do what kilarin suggested in the other thread, where i guess you would add an XZ offset to each layer in the stack. emugod, ah that sentence has a double meaning, what i mean by that is: kilarin's idea seems easier for me to acheive in a lua mapgen, because it doesn't need 'circ...
by emugod
Sat Jul 05, 2014 23:06
 
Forum: Partly official engine development
Topic: looping/wraparound/spherical/tiling world
Replies: 14
Views: 2838

Re: Infinite world size

I think the 'wraparound logic' that's being discussed would be a very valuable addition/change in its own right, with more good uses beyond fudging world space/size. Like creating 'spherical' worlds by removing any edge, having all four edges of the map loop back to the opposite edge. Or you could f...
by emugod
Sat Jul 05, 2014 20:43
 
Forum: Feature Discussion
Topic: Infinite world size
Replies: 171
Views: 26222

Re: [Mod] Generative architecture [0.1.7] [projects]

paramat wrote:A massive generative building can spread unlimited slowly across a terrain.

Now can you make it wither and die, collapse, spreading slowly outward from the center?
by emugod
Sat Jul 05, 2014 17:09
 
Forum: Mod Releases
Topic: [Mod] Generative architecture [0.1.7] [projects]
Replies: 18
Views: 7451

Re: looping/spherical/tiling world

Hm i can now see problems with this, because essentially you need the 2 opposite edges to have identical terrain, and perlin noise doesn't do that. Perhaps easier to do what kilarin suggested in the other thread, where i guess you would add an XZ offset to each layer in the stack. you mean this pos...
by emugod
Sat Jul 05, 2014 14:50
 
Forum: Partly official engine development
Topic: looping/wraparound/spherical/tiling world
Replies: 14
Views: 2838
Next

Return to advanced search