[Mod] Forest
- lightonflux
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- Gael de Sailly
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Yes, I know map generation is very slow. But I will work on it. It is slow because ores and trees are generated by minetest.set_node. Using the voxelmanip is very faster, but it will force me to rewrite an important part of the code.
But you can contribute, this mod is free, if someone rewrite partially my code I will accept it.
And I suggest to stop talking about parental authority, it is not the topic at all.
But you can contribute, this mod is free, if someone rewrite partially my code I will accept it.
And I suggest to stop talking about parental authority, it is not the topic at all.
Just realize how bored we would be if the world was perfect.
Don't be so angry
It IS related after all. Besides, we all have a "Report" links under every post and while you telling us to stop talking about parental authority you actually CONTINUE to talk about it
So, ignore us, please. We'll stop eventually
As for set_node - maybe you should look at L-system trees? They should be faster.
It IS related after all. Besides, we all have a "Report" links under every post and while you telling us to stop talking about parental authority you actually CONTINUE to talk about it
So, ignore us, please. We'll stop eventually
As for set_node - maybe you should look at L-system trees? They should be faster.
I think he would very much appreciate that, paramat.paramat wrote:... but then, seeing as your computer time is limited i might convert this to perlin maps myself.
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- Gael de Sailly
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I've tried to convert the ores and trees from set_node() to voxelmanip, but it was not faster. I use the function find_nodes_in_area() to find the places in which ores can be placed, and also for the third step of the mapgen (trees) to find the grass blocks on which trees can grow. And for the grass blocks which are selected to support a tree, it chooses the tree which grows on it according to numerous criteria, including water proximity, for which I use minetest.find_node_near().
So I have to write voxelmanip to the map 3 times :
So I have to write voxelmanip to the map 3 times :
- After the base map generation, because ores uses find_nodes_in_area()
- After the ore generation, because for the water proximity trees uses find_node_near() to detect the sea, and also the mud or water holes, which are generated as ores.
- And finally after the trees.
Just realize how bored we would be if the world was perfect.
You could present this mod to Freeminer too, a fork of Minetest:
http://freeminer.org/
http://freeminer.org/
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- paramat
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Okay so i converted the main mapgen loop to use perlin maps, much faster now, but still slow, i'll see what i can do about the get elevation function, im going to try a few other improvements.
Last edited by paramat on Tue Mar 18, 2014 20:59, edited 1 time in total.
- paramat
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http://www.mediafire.com/download/lyyiw ... estpm2.zip
Converted everything i could to use perlin maps, so the initial mapgen loop only takes 2-3 seconds per chunk, but the oregen and treegen is still slow, perhaps due to number of trees and complexity of the code, so in total 10 seconds to a minute per chunk.
Converted everything i could to use perlin maps, so the initial mapgen loop only takes 2-3 seconds per chunk, but the oregen and treegen is still slow, perhaps due to number of trees and complexity of the code, so in total 10 seconds to a minute per chunk.
Last edited by paramat on Tue Mar 18, 2014 21:00, edited 1 time in total.
- Krock
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Yes, your generation made it faster, but the speed is still at 30s per chunk.paramat wrote:Converted everything i could to use perlin maps, so the initial mapgen loop only takes 2-3 seconds per chunk, but the oregen and treegen is still slow, perhaps due to number of trees and complexity of the code, so in total 10 seconds to a minute per chunk.
I hope this can get even faster because I like this mod
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- paramat
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Okay so ive looked through the rest of the code, i found an abm on water source with chance 3, i changed that to 64. Other than that there's nothing else i can do to speed it up. As far as i can see it is slow due to the complexity of the code, and the use of 'find nodes in area' and 'find node near', these get very slow with even a medium radius, having each tree check for water proximity is awesome but slow
Also, i found an abm on group:tree with interval 10 chance 1, not sure what this did, possibly removing floating trees? That might cause a lot of processing i'm going to try disabling that.
Also, i found an abm on group:tree with interval 10 chance 1, not sure what this did, possibly removing floating trees? That might cause a lot of processing i'm going to try disabling that.
- Gael de Sailly
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Thank you for your contribution, paramat.
In the near future, I will publish a new version, in which vegetals change their appearance according to the season.
I had forgotten this one ! My code is very untidy. There are remnents of my old codes, and experimental programs like it I have forgotten to delete. You can remove it. I've deleted most of these stuffs when I published my mod, but I retains the original, with all of these codes, disabled or not. I'm going to clean it.paramat wrote:I found an abm on water source
Yes, it removes floating trees. But it is not very important.paramat wrote:I found an abm on group:tree with interval 10 chance 1, not sure what this did, possibly removing floating trees?
In the near future, I will publish a new version, in which vegetals change their appearance according to the season.
Last edited by Gael de Sailly on Wed Mar 19, 2014 16:15, edited 1 time in total.
Just realize how bored we would be if the world was perfect.
Hmm... it should be very well possible to implement a fast find_nodes_in_area and find_node_near to VoxelManipulator. If someone can do a prototype and test its performance for eg. this mod, that would be useful.Gael de Sailly wrote:So I have to write voxelmanip to the map 3 times :
- After the base map generation, because ores uses find_nodes_in_area()
- After the ore generation, because for the water proximity trees uses find_node_near() to detect the sea, and also the mud or water holes, which are generated as ores.
- And finally after the trees.
- Gael de Sailly
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Celeron55, it is so wonderful to see you giving helpful advice for this mod.celeron55 wrote:Hmm... it should be very well possible to implement a fast find_nodes_in_area and find_node_near to VoxelManipulator. If someone can do a prototype and test its performance for eg. this mod, that would be useful.Gael de Sailly wrote:So I have to write voxelmanip to the map 3 times :
- After the base map generation, because ores uses find_nodes_in_area()
- After the ore generation, because for the water proximity trees uses find_node_near() to detect the sea, and also the mud or water holes, which are generated as ores.
- And finally after the trees.
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- Gael de Sailly
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I sincerely hope that there is a server out there that will kindly host this mapgen, because it really does deserve it.
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I think it might be a good idea to change the name of this mod. People are pretty much ignoring it, considering how much attention the bacon mod is getting.
Last edited by Inocudom on Sat Apr 05, 2014 17:09, edited 1 time in total.
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- paramat
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Don't worry Inocudom, i don't think it is being ignored, it is an impressive mapgen.
Gael de Sailly, i am impressed with your spawn player function that calculates elevation and searches for a good spawn point, this inspired me to do a similar thing in my singlenode version of watershed mapgen, i ended up using the voxelmanip and perlinmaps to generate elevation maps of multiple chunks looking for a good spawnpoint on low land.
Gael de Sailly, i am impressed with your spawn player function that calculates elevation and searches for a good spawn point, this inspired me to do a similar thing in my singlenode version of watershed mapgen, i ended up using the voxelmanip and perlinmaps to generate elevation maps of multiple chunks looking for a good spawnpoint on low land.
Last edited by paramat on Sun Apr 06, 2014 01:05, edited 1 time in total.
- philipbenr
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I think that a lot of mods get attention, but the kinda shall I say stupid (not to be offensive, but really) mods get more attention and posts because it is bizarre. These still get attention. Whenever I see a new post, I almost always click on itInocudom wrote:I think it might be a good idea to change the name of this mod. People are pretty much ignoring it, considering how much attention the bacon mod is getting.
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