Long range terrain approximation test
Here’s something for you to try out:
minetest-0.2.20110618_0_dev-win32.zip
Source: 42aae17d1a1f.tar.gz 42aae17d1a1f.zip
EDIT: The source package was missing the texture for the trees drawn in the distance. Updated the link to point to a working one.
You should end up with something like this:
It draws a rough estimate of the terrain quite far away on client-side, based on the map seed and the noise functions used by the actual generator.
Have fun! 8)
More info in the next post.
June 19th, 2011 at 00:04
Well done here!
It looks a bit too “rough” IMO at the moment but I’m sure there are ways to improve the visual render of this. Anyway it’s clever of you! Thanks :)
June 19th, 2011 at 02:07
I have a problem with it. Look http://ompldr.org/vOTRrdQ (position near 830 1 68 on the krays server). It also lowers fps to 14-18 fps vs 32-36.
June 19th, 2011 at 02:41
Also, I need to point out such problems (tested on kray’s server) like:
+ height of the farmesh are way too high;
+ it is not accurate at all (if it works on based landscape at all);
+ high mountains on the water o_O or in other places where they not standing in reality at all;
+ no smooth transition (far (sky/water) and near player);
+ question of fog
+ trees on farmesh look weird
Despite of the fact that farmesh needs further assessing I would thank you for providing us with this feature.
June 19th, 2011 at 09:10
It looks awful!
Please just do it as in minecraft.
Also, good job making this game!
June 19th, 2011 at 09:55
Interesting idea, if a bit rough at the moment. The slopes make it look awkward, methinks. Will try this out when I have a bit of time.
June 19th, 2011 at 14:50
Another update:
I’ve made new world in single player and it seems to represent landscape right, however i’ve getting a crash:
…
Client packetcounter (20s):
cmd 16 count 0
cmd 32 count 51
cmd 33 count 2
cmd 36 count 0
cmd 39 count 0
cmd 40 count 53
cmd 41 count 1
cmd 48 count 0
cmd 51 count 0
cmd 52 count 0
416 con 2: RE-SENDING timed-out RELIABLE to 127.0.0.1:30000(t/o=1.21484): from_peer_id=2, channel=0, seqnum=29
14:07:49: Client: avg_rtt=0.394822
416 con 2: RE-SENDING timed-out RELIABLE to 127.0.0.1:30000(t/o=1.57929): from_peer_id=2, channel=0, seqnum=28
416 con 2: RE-SENDING timed-out RELIABLE to 127.0.0.1:30000(t/o=2.05307): from_peer_id=2, channel=0, seqnum=29
14:07:52: ServerMap: Written: 96 sector metadata files, 1438 block files, 2864 blocks in memory.
400 con 1: RE-SENDING timed-out RELIABLE to 127.0.0.1:1995(t/o=0.493524): from_peer_id=1, channel=1, seqnum=890
Server::onMapEditEvent()
Server::onMapEditEvent()
416 con 2: RE-SENDING timed-out RELIABLE to 127.0.0.1:30000(t/o=2.66899): from_peer_id=2, channel=0, seqnum=28
WARNING: Invalid block data on disk fullpath=E:\Games\Minetest\source\minetest\bin/..//world/sectors2/00401/6f fcon 32/: 0RE-SENDING timed-out RELIABLE to 010237 (SerializationError). .what()=0decompressZlib: inflate failed.
In thread f50:
z:\softat\minetest\src\map.cpp:5553: ServerMap::loadBlock: Assertion ’0′ failed.
Debug stacks:
0DEBUG STACK FOR THREAD 1f8:
#0 main
#1 Client::step
.(Leftover data: #2 Client::ReceiveAll)
(Leftover data: #3 Client::Receive)
(Leftover data: #4 Client::ProcessData)
1(Leftover data: #5 MeshUpdateQueue::addBlock)
DEBUG STACK FOR THREAD bdc:
#0 ServerThread::Thread
:#1 Server::AsyncRunStep
(Leftover data: #2 Map::transformLiquids)
(Leftover data: #3 RemoteClient::GetNextBlocks)
3(Leftover data: #4 MapBlockObjectList::step)
(Leftover data: #5 MapBlockObjectList::step: object wrap loop)
DEBUG STACK FOR THREAD c00:
0#0 MeshUpdateThread::Thread
DEBUG STACK FOR THREAD f50:
#0 EmergeThread::Thread
0#1 ServerMap::createSector: p2d=(0,-13)
#2 ServerMap::loadSectorFull
#3 ServerMap::loadBlock
0
June 19th, 2011 at 15:02
That’s a known problem – the data gets corrupt for some unknown reason. Will take time to fix.
June 30th, 2011 at 10:54
Awseome job man i hope this is going well for you :) Keep up the good work.
if people call u a fag or something just ignor them because your very cool:D
good luck.