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Far map and improved map transfer and rendering (WIP) #3502
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Reading the forum many players (including me) are choosing to set min and max equal to disable the auto adjust, i feel this won't be missed much. For a guide to the vertical range farmap should cover, mgv7 can occasionally have mountains up to 500, mgwatershed up to 1000. I guess 'far map generation limits' will have separate horizontal and vertical limits. For some uses (deep space / floatland realms) the vertical range will need to be equal to the horizontal. |
Will be nice to have both 'Far map rendering' and 'improved map transfer' in Minetest :)
It could be a big problem on 32 bit builds (already susceptible to crashes in big forests in default MTG).
I myself use equal min and max when playing on actual multiplayer servers (it gives me some compromise, I'm not perfectly happy with it either).
Negative sides:
Current auto view range needs rewrite or be non-default.
+1 |
Pulled this just today, only 1 tiny merge conflict (trivial). Had a blast with farmap range at 2000. I didn't see any issues at all, whatsoever. It's like a giant minimap. |
I get about 40 build errors when I try to build using Visual studio 2013. Most of them in |
Is this in any way laptop friendly? Just wondering, I just thought what @sofar 's comment was 👍 worthy. I normally have to keep my render distance at 5 - 25 (because of heat), and this would help. |
Can't cross compile it on linux via mingw-w64 for my windows desktop, gives me declaration errors in clientiface.cpp |
I just tested it. Specs: |
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I rebased this today. Feel free to check if I broke any recent commits. |
Compile error: https://i.imgur.com/Sj8LCcB.png |
…the sending of near MapBlocks to restart immediately; this allows the new system to work like 089f9bb made things work
@Fixer-007 You could try it now again. |
Tried just now, error: https://i.imgur.com/AQSM6Yt.png |
…'t work then maybe it's time to use some 80-character long equivalents from C++...)
Windows users (64bit) can finally try it out! Farmap works. Will test it more. |
…re is required for the current view range
Looks like there is a memory leak, it starts to eat memory pretty fast until slight freezes begin and in few minutes warning from windows about memory full. My RAM is 8gb. CPU usage is also quite high at 80%. Farmap block loading is not that fast after those changes. |
Volume of a sphere is 4/3 * pi * r^3 ~= 4.2 * r^3 |
Oh, looks like it should be something like |
4 months ago I split out the map transfer portion of this and forgot to mention here: https://github.com/celeron55/minetest/commits/block_transfer_v2 Feel free to test it; that would be useful. I know it contains the same bugs this branch has though. Fixing and merging it would probably be wise, because it's a better design than the current one. I am aiming for doing that but don't know about when I'll feel like it. |
@celeron55 here's an interesting alternative approach to LOD for MC-like games https://0fps.net/2018/03/03/a-level-of-detail-method-for-blocky-voxels/ |
I can't see a point keeping this open. |
Here are sofar's videos of the farmap feature: |
Those links are broken somehow, you have to manually copy them |
Thanks, fixed. |
This does two things like the title says: far map rendering and improved map transfer, and includes a couple of supporting commits.
I request testing and comments about whether this is upstream-worthy. This is causing a lot of conflicts at the moment because people are eager to work on the map transfer which this reworks heavily.
You can see the original spammy commit log by looking at celeron55:far_map_wip_2.
This is my to-do list at the moment of posting this PR. All of the items on this list are strongly "maybe", subject to changes and/or practically undecipherable.