Mirrored as part of a study of Minetest events of 2010 to 2019 and people involved, and in connection with a related book, events in 2017 to 2018, in particular, conferring upon host legal rights related to Fair Use.

Archive for the ‘Minetest’ Category

Minetest 0.3.1

Wednesday, November 9th, 2011

I hereby release Minetest 0.3.1.

Download for Windows XP/Vista/7: minetest-0.3.1-win32.zip

For Linux and others, see the Download page. Note that packages for other platforms will take their time to update.

Special modifications in this package:
- Once again, bundled with Cisoun’s textures.
- Default video backend is direct3d9. If it causes problems or makes it work better for you, please leave a comment.

Minetest water/lava/glass surfaces fixed

Minetest water/lava/glass surfaces fixed

Changelog:
0.3.1: (released on 2011-11-09)
- Fix frustum culling (previous versions have rendered too much stuff that is not actually visible (about 180 degrees, while should have been more like 100.))
- Add occlusion culling (improves performance a lot)
- Add “3d clouds” on/off checkbox in main menu
- Add “opaque water” on/off checkbox
- Fix some random minor stuff
- Turn mipmapping off (This makes far-away textures a bit noisier but better looking)
- Add Command-line signal handler for Windows (contributed by SpeedProg)
- Fix network layer segmentation fault introduced in 0.3.dev-20111021
- Fix water-glass and water-lava and lava-glass surfaces

What if I made a Minecraft-style game?

Tuesday, September 27th, 2011

What if I made a Minecraft-style game?

Well, that is a question many ask from themselves.

I ask it from myself too, in the sense of writing everything from the ground up again, to get a cleaner, faster and a more awesome codebase.

But how much work is actually involved?

This is the result of me researching whether re-doing everything would make any sense.

Okay, I then end up writing a voxel rendering thing, with a bunch of block types. A virtually infinite one. “Omg this works so neatly!”

It really isn’t a large job. I could do it in three days.

Then a terrain generator. A day, or so?

Hmm, we definitely need lighting. An optimized implementation will likely take, say, two days.

Now what do you need more? “Oh well, these maps need to be saved somewhere…”. That’s a day.

And then the voxel data needs to be sent over the network. I’d call that two days.

Oh lol, now we have the protocol but no proper server? A day…

This thing needs some kind of a menu to input the server address. A day.

Now, there is actually something to play with your friends. But it’s only a few static blocks and very simple, other players are drawn as trollface sprites.

A breaking animation to blocks is definitely required. Figuring out and implementing a decent system might take a day.

Clouds, sun, moon, a slightly better skybox. A day.

A fluid model for water and lava becomes necessary. At least a day spent.

Animating flowing fluids. An another day.

Currently there is no inventory at all. Implement inventory and crafting. In a day.

Implement and draw different tool types. A day.

Glass, fences, doors, something else. A day. At least.

Improve terrain generator, add more natural blocks. A day.

No tool or block is visible in HUD. Tool requires a 2d->3d extrusion thingy. Also, well tuned view bobbing is needed. Two days of boring and annoying stuff.

Other players still look like trollface sprites. Draw a placeholder sprite-based player model from left, right, top, bottom, front, back, implement it in game. Transfer wielded tool through network and draw tools of other players, animated, based on the code from the HUD thing. At least a day.

This sword is awesome! Oh crap, there exists no mobs at all.

Implement some kind of a server-client synchronized entity system. In two days.

Implement dropping items on ground as entities. A day.

Implement and draw (using the same stuff as drawing an another player) a mob, using some fairly dumb system, with some reasonable reactions to hitting them with the sword or hand. A day.

Oh, talking about the hand, the hand is not shown in HUD yet. Also, there probably are many small things to add and fix at this point. A day.

At this point we’d be somewhere near what Minetest currently is. Partly better, partly worse. That’s 27 days of development, assuming the developer has my experience.

For somebody who hasn’t created something like Minetest before… it’s going to take a bit longer. 8)

Then you’ll definitely need a sound system and sounds. Better and more mobs. And the list goes on…

Generating terrain from 3D noise

Friday, July 22nd, 2011

I wrote a small explanation of the usage of 3D noise to create voxel landscapes. It was useful for somebody, so I guess I should share it.

Let me know if you would like me to expand on that.

Current state of development

Wednesday, July 20th, 2011

Hmm, thought I’d post something today.

Regarding to the development of Minetest there are many kinds of stuff going on all the time, altough it might be not very visible to outside of the various IRC channels where the dev-kind-of people seem to mostly hang around.

Lately I have been figuring out the tricky bug of decapitated trees in the output of the new map generator. I haven’t pushed too hard but managed to find the Mother Bug ™ that caused it. Killing that one however caused a bunch of others which I am now working on. I am also planning to add some new features on my own too.

Volumetric clouds in Minetest

Volumetric clouds in Minetest

I have been hanging around on #minetest-delta. We have discussed about the map generator, the merging of the audio branch and the possibility of music. And, well, many other things that I don’t remember. Those guys seem to be working on at least volumetric clouds, translations and slightly improved water physics. There is also a key configuration menu, it seems. Oh, and they have created a shortcut icon too.minetest(-delta) icon

I am looking forward to merging the work in Delta and stuff some other people have done into my main branch, for the benefit and convenience of everybody.

The next version will be released when there is a good amount of new things to be released. It would be nice to get it ready before 4th of August, because the Assembly Summer 2011 computer festival (i think that’s what they call it these days) takes place at that time in Helsinki, Finland. I will most probably go there, like I have done since 2007. Or was it 2006? Well, whatever.

Minetest News continues here

Tuesday, April 5th, 2011

A chest

From now on, I will be posting updates about the Minetest-c55 game project in this blog. I will be posting somewhat longer texts than I did in the news section.

Last weekend I finally got away from trying to rework the terrain generator, which quite much only resulted in me getting bored and depressed.

Yesterday I added some code to make it possible to make special objects with metadata and different functions, like chests and furnaces.

Today I realized the initial format of the metadata sucked and I have now changed it to a more robust one. Items in chest won’t be preserved when you update, but I am quite sure I will manage to preserve them after this update.

Here is the package for windows.