Skip to content

Latest commit

 

History

History
71 lines (53 loc) · 2.64 KB

README.md

File metadata and controls

71 lines (53 loc) · 2.64 KB

c10t - a cartography tool for Minecraft

I wrote c10t entirely because i liked the tool Cartograph by ZomBuster, but i wasn't too fond of a couple of aspects about how rendering was performed.

-- Udoprog johnjohn.tedro@gmail.com

Requirements

  • libz (?)
  • libpng (=> 1.2)
  • libboost_thread (>= 1.40)
  • pthread (through boost)

Features

  • Not using the old corona library, instead purely libpng
  • Pipelined rendering process (using image compositioning) which allows for multithreaded rendering.
  • A lot less memory intensive - the biggest concern is having to keep the entire (sometimes huge!) image in memory at once.
  • Uses proper command line options.
  • Can flip the map properly (90 - 180 - 270 degrees CCW), to get 270 use both -f and -r
  • Clean code, for easing further development.
  • Multiplatform - yes, it does compile properly on windows and probably also on mac.
  • A gui wrapper, see: http://github.com/udoprog/c10t-swt (native gui with java bindings)

I would not have done this were it not for the excellent inspiration by ZomBuster and Firemark (the linux port of cartograph). Thank you for the inspiration.

Building from Source (using cmake)

Ubuntu

  1. Install dependencies:
$ sudo apt-get install cmake libpng12-dev zlib1g-dev libboost-thread1.40-dev libboost-thread1.40.0
  1. Run:
$ cmake .
$ make

note: CMake should generate a file called src/config.h from the input file src/config.h.cmake

  1. The executable (c10t) will be in the current directory.

Issues

  • Issues should be posted on http://github.com/udoprog/c10t/issues
  • Run the program in debug mode (c10t --debug), this will print useful information, but be much slower.
  • ALWAYS include c10t --version information when posting issues, that way it can be determined weither the issue already has been resolved or not, if this information is missing, the issue probably cannot be resolved.
  • ALWAYS include the following information: Platform (e.g. Windows, Linux, Mac) and Architecture (x86, x86_64)
  • IF POSSIBLE include information which can help us reproduce the problem.

Contributions

ZomBuster and Firemark - for their original work
Guardian9979 - for his continual nagging for improvements
acleone - for his work with cmake [85e980a]
j005u - for explaining how cocoa works
michaelu238 - for mapping out the Mac OS X building process
jnnnnn - for limit options which are helpful when debugging (and quite cool aswell!)