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Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :O

Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues.

Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage()
Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
faketruth
2011-12-24 23:34:30 +00:00
parent e45b01ba4a
commit 2892a844d4
20 changed files with 263 additions and 144 deletions

View File

@@ -208,6 +208,8 @@ void cChunkMap::AddChunk( cChunk* a_Chunk )
const int LocalZ = a_Chunk->GetPosZ() - LayerZ * LAYER_SIZE;
if( FoundLayer->m_Chunks[ LocalX + LocalZ * LAYER_SIZE ].m_LiveChunk )
LOGWARN("WARNING: Added chunk to layer while it was already loaded!");
if( FoundLayer->m_Chunks[ LocalX + LocalZ * LAYER_SIZE ].m_Compressed )
LOGWARN("WARNING: Added chunk to layer while a compressed version exists!");
FoundLayer->m_Chunks[ LocalX + LocalZ * LAYER_SIZE ].m_LiveChunk = a_Chunk;
FoundLayer->m_NumChunksLoaded++;
}