does the old ore generation work?

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Mito551
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does the old ore generation work?

by Mito551 » Sun Apr 07, 2013 15:44

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-- Ore generation

local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, ore_per_chunk, height_min, height_max)
    if maxp.y < height_min or minp.y > height_max then
        return
    end
    local y_min = math.max(minp.y, height_min)
    local y_max = math.min(maxp.y, height_max)
    local volume = (maxp.x-minp.x+1)*(y_max-y_min+1)*(maxp.z-minp.z+1)
    local pr = PseudoRandom(seed)
    local num_chunks = math.floor(chunks_per_volume * volume)
    local chunk_size = 3
    if ore_per_chunk <= 4 then
        chunk_size = 2
    end
    local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
    --print("generate_ore num_chunks: "..dump(num_chunks))
    for i=1,num_chunks do
    if (y_max-chunk_size+1 <= y_min) then return end
        local y0 = pr:next(y_min, y_max-chunk_size+1)
        if y0 >= height_min and y0 <= height_max then
            local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
            local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
            local p0 = {x=x0, y=y0, z=z0}
            for x1=0,chunk_size-1 do
            for y1=0,chunk_size-1 do
            for z1=0,chunk_size-1 do
                if pr:next(1,inverse_chance) == 1 then
                    local x2 = x0+x1
                    local y2 = y0+y1
                    local z2 = z0+z1
                    local p2 = {x=x2, y=y2, z=z2}
                    if minetest.env:get_node(p2).name == wherein then
                        minetest.env:set_node(p2, {name=name})
                    end
                end
            end
            end
            end
        end
    end
    --print("generate_ore done")
end

minetest.register_on_generated(function(minp, maxp, seed)
    math.randomseed(os.time())
    local current_seed = seed + math.random(1,1000)
    local function get_next_seed()
        current_seed = current_seed + 1
        return current_seed
    end
        generate_ore("moreores:mineral_copper", "default:stone", minp, maxp, seed+16,   1/25/25/25,    4, -31000,  64)
    generate_ore("moreores:mineral_tin", "default:stone", minp, maxp, seed+17,   1/15/15/15,    2, -31000,  8)
    generate_ore("moreores:mineral_silver", "default:stone", minp, maxp, seed+18,   1/17/17/17,    5, -31000,  2)
    generate_ore("moreores:mineral_gold", "default:stone", minp, maxp, seed+19,   1/20/20/20,    3, -31000,  -64)
    generate_ore("moreores:mineral_lead", "default:stone", minp, maxp, seed+21, 1/25/25/25, 2, -31000, -256)
    generate_ore("moreores:mineral_electrum", "default:stone", minp, maxp, seed+20,   1/15/15/15,    1, -31000, 
end)
 

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PilzAdam
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by PilzAdam » Sun Apr 07, 2013 15:47

Why not? Its just 350 times slower than register_ore()
 

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Mito551
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by Mito551 » Sun Apr 07, 2013 15:48

PilzAdam wrote:Why not? Its just 350 times slower than register_ore()


how does that exactly affect performance?
 

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by PilzAdam » Sun Apr 07, 2013 15:49

Mito551 wrote:
PilzAdam wrote:Why not? Its just 350 times slower than register_ore()


how does that exactly affect performance?

Well, the old code was in Lua while register_ore() is a callback for the engine to spawn the ore in the c++ mapgen.
 

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Mito551
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by Mito551 » Sun Apr 07, 2013 15:51

PilzAdam wrote:
Mito551 wrote:
PilzAdam wrote:Why not? Its just 350 times slower than register_ore()


how does that exactly affect performance?

Well, the old code was in Lua while register_ore() is a callback for the engine to spawn the ore in the c++ mapgen.


woah, i mean for the end user! does that affect fps or the terrain generation or...? what does become slow?
 

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PilzAdam
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by PilzAdam » Sun Apr 07, 2013 16:02

Mito551 wrote:
PilzAdam wrote:
Mito551 wrote:
how does that exactly affect performance?

Well, the old code was in Lua while register_ore() is a callback for the engine to spawn the ore in the c++ mapgen.


woah, i mean for the end user! does that affect fps or the terrain generation or...? what does become slow?

Yes, the mapgen gets slower.
 

rarkenin
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by rarkenin » Sun Apr 07, 2013 16:39

Which means that on a server, chunks and land may genrate slowly with more lag using the old method.

On singleplayer, this may also affect FPS as Minetest's renderer is CPU-hungry, and will compete with the server.
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