Commit Graph

96 Commits

Author SHA1 Message Date
Joshua Barretto
0021bd6452 Added new settlement generation to world, basic rendering 2020-04-23 18:19:40 +01:00
Marcel Märtens
dae31ae5b6 apply new rustfmt - touching alot of files 2020-02-01 21:39:39 +01:00
Joshua Yanovski
6d5e42f10b Better is_underwater() check.
Takes rivers into account somewhat, and doesn't take up extra space in
SimChunk.
2020-01-26 16:18:51 +01:00
Joshua Barretto
8c7e96e313 Improved waypoint spawn locations, scaled down pathfinding cost 2020-01-26 12:52:32 +00:00
Joshua Barretto
d04a595b3f Made waypoints work, added waypoint spawning 2020-01-26 12:52:28 +00:00
Joshua Barretto
11193a692a Better neutral AI, initial waypoint objects 2020-01-26 12:52:28 +00:00
Joshua Barretto
2d9aa21eef Added test world, friendly NPC pathfinding 2020-01-26 12:52:07 +00:00
Joshua Yanovski
d54f22c9fa Add a default world map.
Also adds map versioning, proper scaling, and updates sediment
rendering.  It also tones down warp.
2020-01-23 18:18:15 +01:00
Joshua Yanovski
9ee0cd82d0 Code restructuring for performance.
Turned a lot of for loops into for_each loops, which should be easier
for LLVM to optimize currently.  Also updated almost all the non-erosion
stuff in WorldGen to run in parallel (and take advantage of the cache,
in the case of TownGen), and hopefully improved performance somewhat for
chunk generation as well.
2020-01-23 18:18:14 +01:00
Joshua Yanovski
e71f145b71 Sediment transport, plus many other things. 2020-01-23 18:18:09 +01:00
Imbris
5666f18ded Add terrain meshing benchmark 2020-01-19 16:02:12 -05:00
S Handley
5b65b16594 Prevent NPCs from spawnign underwater
This should be set until there are underwater NPC types.
2020-01-08 12:48:00 +00:00
soruh
e3bd152d24 update toolchain to nightly-2019-11-04 2019-11-04 18:26:32 +01:00
Joshua Yanovski
8ae2692b6e Allow canceling chunk generation.
Currently we only do this when no players are in range of the chunk.  We
also send the first client who posted the chunk a message indicating
that it's canceled, the hope being that this will be a performance win
in single player mode since you don't have to wait three seconds to
realize that the server won't generate the chunk for you.

We now check an atomic flag for every column sample in a chunk.  We
could probably do this less frequently, but since it's a relaxed load it
has essentially no performance impact on Intel architectures.
2019-10-16 11:39:41 +00:00
Forest
35b9040a6f Removed now stable feature 2019-10-03 17:28:17 -04:00
Acrimon
772e85fbea Update lib.rs 2019-10-03 17:19:22 -04:00
Acrimon
e151b81c11 Update lib.rs 2019-10-03 17:19:22 -04:00
Joshua Barretto
8a2dc836d8 Fixed cut-off cliff, optimised structure generation 2019-09-23 16:20:28 +01:00
Joshua Yanovski
9ba64ca57f Addressing code review. 2019-09-16 15:11:47 +02:00
Joshua Yanovski
2abf7cd016 Fixing more rustfmt errors. 2019-09-16 04:05:36 +02:00
Joshua Yanovski
95b02912b6 Fixing rustfmt. 2019-09-16 04:01:05 +02:00
Joshua Yanovski
b9f545f97c Fixing previous commit. 2019-09-16 03:54:32 +02:00
Joshua Yanovski
9a4e5e06f2 Fixing previous commit. 2019-09-16 03:51:08 +02:00
haslersn
1796c09ca1 common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.

The changes include:

* Consistent `Err`/`Error` naming.
  * Types are named `...Error`.
  * `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
  to an upcoming change where a “map” in the game related sense will
  be added.
* Add volume iterators. There are two types of them:
  * _Position_ iterators obtained from the trait `IntoPosIterator`
    using the method
    `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `Vec3<i32>`.
  * _Volume_ iterators obtained from the trait `IntoVolIterator`
    using the method
    `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
  Those traits will usually be implemented by references to volume
  types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
  type which usually implements several volume traits, such as `Chunk`).
  * _Position_ iterators iterate over the positions valid for that
    volume.
  * _Volume_ iterators do the same but return not only the position
    but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
  `Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
  * `RasterableVol` represents a volume that is compile-time sized and has
    its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
    because such a volume can be used with `VolGrid3d`.
  * `RectRasterableVol` represents a volume that is compile-time sized at
    least in x and y direction and has its lower bound at `(0, 0, z)`.
    There's no requirement on he lower bound or size in z direction.
    The name `RectRasterableVol` was chosen because such a volume can be
    used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00
Imbris
52d84248ec Remove all warnings 2019-09-04 19:03:49 -04:00
Joshua Barretto
fe2ad92201 Initial implementation of towns 2019-08-31 11:44:52 +01:00
Joshua Barretto
1fcb4a0313 Added Generator trait, fixed ocean lighting 2019-08-31 11:44:52 +01:00
Joshua Yanovski
b69020b68e Fine, removing box syntax. 2019-08-23 01:08:47 +02:00
Joshua Yanovski
398c18359d Addressing concerns, for real. 2019-08-23 00:57:42 +02:00
Joshua Yanovski
2ff192021c Addressing PR issues. 2019-08-22 23:48:13 +02:00
Joshua Barretto
ba1a146cd5 Better snow, colours, more chaos 2019-08-22 22:25:17 +01:00
Joshua Yanovski
05d501632e Fixing jungle. 2019-08-21 20:41:32 +02:00
Joshua Yanovski
8c644e2bb1 Distribution "fun." 2019-08-20 22:48:22 +02:00
Acrimon
a41cf1a83d Disabled unsafe using lint level. 2019-08-19 14:39:23 +02:00
Joshua Barretto
f0e52e6002 Better reflections and water fog 2019-08-18 10:33:18 +01:00
Joshua Barretto
42237a84e4 Added translucent meshing pass, water reflections 2019-08-18 10:33:18 +01:00
Joshua Barretto
daa9b81c69 Made boss spawning rarer 2019-08-04 10:27:08 +01:00
Joshua Barretto
677c5781ba Added bosses, improved secret object spawn rates 2019-08-02 20:10:52 +01:00
Joshua Barretto
6ff75dcf0b Removed NPCs that are outside the VD 2019-08-02 20:10:52 +01:00
Joshua Barretto
b5d10bfb3e Added worldgen npcs 2019-08-02 20:10:52 +01:00
Joshua Barretto
92d4b4dfbe Smoothed world borders 2019-07-09 21:42:27 +01:00
Joshua Barretto
14ba09f96b Added acacia trees, desert bones, fixed minor worldgen issues 2019-07-08 17:41:20 +01:00
Joshua Barretto
f823b0c992 Fixed tree clipping and several other minor issues 2019-07-08 17:00:50 +01:00
Joshua Barretto
c2a11ed6b2 Improved worldgen performance with more precise z bound checks 2019-07-08 15:51:38 +01:00
Joshua Barretto
3623871775 Initial implementation of z cache 2019-07-06 20:00:17 +01:00
Songtronix
863731f3ae Fix warnings from world 2019-07-01 18:40:41 +00:00
Joshua Barretto
f2df3a9d18 Block-hopping fix, better dusk shaders 2019-06-29 22:47:24 +01:00
Joshua Barretto
b40d19ad0e Added settlement generation 2019-06-26 19:14:12 +01:00
Joshua Barretto
216c2583fb Paths and smoother region borders 2019-06-26 19:14:12 +01:00
Piotr Korgól
4644199f1b Make minimap title show location names 2019-06-26 19:14:12 +01:00