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13:48 |
MTDiscord |
<andrey2470t> Please re-review 14343 |
16:11 |
MTDiscord |
<herowl> @sfan5: re mapgen changes – How about some biome manipulation... or at least maybe heat/humidity manipulation, so that we could impact which biomes generate where? |
16:13 |
MTDiscord |
<herowl> Not sure how easy is it to expose it to Lua exactly... |
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20:12 |
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20:28 |
sfan5 |
I've thought about providing a way for Lua to provide a fixed XZ map of which heat and humidity is where |
20:28 |
sfan5 |
however memory consumption is a problem when you consider that it has to span 31000 * 31000 nodes |
20:44 |
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20:48 |
MTDiscord |
<herowl> Well, I guess you could have a lower resolution map, use it for "first" node of each mapblock, and interpolate the rest...? |
20:49 |
MTDiscord |
<herowl> That brings you down to 1024 |
20:49 |
MTDiscord |
<herowl> I mean, 2048x2048 |
20:49 |
MTDiscord |
<herowl> That's way more manageable |
20:50 |
celeron55_ |
algorithms that depend on the 62000x62000 world size are probably not a wise move because of the pressure to start supporting bigger sizes |
20:51 |
MTDiscord |
<herowl> Well, impacting biome placement is at least as important as a bigger world, if not more. |
20:52 |
celeron55_ |
of course in a bigger world you probably want the biomes to also be bigger |
20:52 |
MTDiscord |
<herowl> Take a look at the LotR mod for MC (not the ours). It has a world that would fit in our limits... but a 100% custom biome placement, that depends on the Middle-Earth map |
20:52 |
MTDiscord |
<herowl> (there are biome "variants" that spawn randomly in the bounds of each biome) |
20:53 |
MTDiscord |
<herowl> Despite not being actively developed, that mod still has active servers |
21:00 |
MTDiscord |
<herowl> Now, what I think about impacting biome placement requirements: Firstly, it should support entirely custom image-based map like the aforementioned mod. Secondly, it should support tying biomes to terrain in some way. Either "terrain generation is impacted by biome" (like MC), or "biomes can be altered depending on the heightmap" (biomes generate depending on heightmap aside of heat and humidity, which means you can have ocean biome |
21:00 |
MTDiscord |
where heightmap is below water level, and then have arctic or temperatr or tropical ocean depending on heat, and dried ocean for low humidity (?), and also where heightmap surpasses some level, have mountain biomes, and then tropical or temperate or arctic mountains depending on heat), or "heat, humidity and biome can be (somewhat?) altered depending on whatever stuff during mapgen callbacks". |
21:35 |
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21:57 |
sfan5 |
@herowl a naive packed array of two floats and 2048*2048 is still 32MB, and much more than that in a Lua array |
21:57 |
sfan5 |
on the C++ side you can cut some corners to pack heat and humidity into one byte each, bringing that down to 4MB |
21:58 |
sfan5 |
but that doesn't solve the problem of "how does lua put this data into the engine without blowing up memory usage" |
22:06 |
sfan5 |
also in case it isn't obvious: the reason why just adding a callback that asks the mod to provide a biome map on the fly before on_generated doesn't cut it is because get_heat, get_humidity and get_biome_data exist |
22:06 |
sfan5 |
of course that could all be passed through to the mod but I worry about performace a bit |
22:33 |
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23:34 |
[MTMatrix] |
<Zughy> I was wondering how feasible #12375 is, as it's really important for an audio library I'm working on. For now I can simply request modders to manually specify the duration, but it's not an optimal solution |
23:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/12375 -- Get sound duration |