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- -- LOD proposal --
- An LOD system would improve render performance and greatly
- increase the perceived draw distance, one of the worst issues in Minetest.
- * Absolutely worth it
- - Bump the draw distance from ~150ish to 2k and beyond
- - Minimal overhead (see below) and much, much bigger savings
- - Not as difficult as it sounds
- * Approximate mapblocks before fully generating them.
- * Store and send the "mipmaps" of a mapblock.
- - The costs increase only by about 0.142; the "mipmap principle" applies even harder in 3D
- * As the distance increases, information can be skipped.
- - Special drawtypes can be omitted
- - Textures can be approximated with color
- * Extremely far info need not be accurate
- - Can probably get away with just sampling mapgen data
- - At the same time, updating a 2x2 heightmap is dirt cheap
- * Approximate certain features in special ways
- - Most maps have a terrain with an ocean, handle these specially
- - Known light sources can be sprites
- * Player structures and decos can be approximated with imposter sprites
- - 3 flat cross sections will always be cheaper than the voxel equivalent
- * Retroactively regenerate the mips for blocks altered throughout the game
- - Lazy, low priority, separate thread, etc.
- * Cache and generate some of the data client side
- - Don't send me LODs of a mapblock I've just been to, I've already generated it locally
- - Hashes and timestamps to verify if the client already has the block
- * Play nice with Lua, and minimize the burden on mods
- - Let modders specify if a node is used for terrain, or if it's manmade, and if it should be a light source
- - ...but attempt to guess it in case it's not known! ( from biome and deco defs )
- - Also let node-modifying code specify if a change is important
- -- You can guess some of this, actually; VoxelManip changes and player digs are usually important, other stuff less so
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