Inocudom wrote:A feature that turns whether liquids show on the map on or off would be a good idea (or the liquids could be transparent with the nodes below showing in them.)
I had the same idea
Will implement once be at home.
Also, there are some questions:
1. Could anyone teach me how to "cut" a single frame from a sprite-sheet? Things like flowing water and lava can be shown using water/lava~source texture, but what about animated torches & grass and other things?
2. I wanted to hide landscape if player is underground. I made a func is_ug(pos) that checks that.
But the problem is where to stop. Currently I go up if the block at y=player.pos.y in not an "air" block and go down if it is.
But imagine a cave, that splits into to paths each going in the opposite direction to another: one up goes and one goes down. So, my question is about logic:
How can I know when I need to go DOWN instead of going UP, if the block at y=player.pos.y in not an "air"?
Currently I go 10-15 blocks down and if there's still non-air block then I go up. Is there any better way to draw only what player would see, e.g w/o drawing the surface?