by taikedz » Tue Dec 06, 2016 13:33
patrick55, Prot - I think you are under the impression that Jeija's engine does something it actually does not do...
The aim was to discuss the mathematics behind mapping a plane to a sphere from a mathematical point of view - not to make a playable, ready-to-deploy game.
Jeija has already said he will not maintain this any further - it has been an awesome Proof of Concept on how to create the illusion of a spherical planet, nothing more.
If you want it maintained, you might have to roll up your own sleeves ;-)
So.
This is not really a spherical planet with a matching mapgen. It's a regular mapgen, which does not know that the engine is going to do some positional translations from one location to the other. If you want your edges to match up, use a flat mapgen. Even, try fractal, see how that goes.
Of paramat's suggestions, making a sea at the schism edges seems to be the most sensible, otherwise it means forcing matching geographies at the cardinal borders, maybe by using a buffer space at the cardinal edges, inside which a slope to the mean can be performed, but even that is likely to have quirks - what if you have a sea on one side and a cave under a mountain on the other, for example...?
Either way, this means making a custom mapgen, or adding "sphere" hooks to the mapgen calls.
Beyond that, it would require a re-write of a few of the Lua API calls so that position-related functions (find_nodes_inside_area for example) make use of the wrap awareness, as well as providing the information to the map. It may also require re-writing portions of the positional calculation libraries so that they are aware of the world radius.
This would allow mobs, liquids, and throwables to cross boundaries, follow/"see" players, and flow through.