Gambit wrote:Never seen rivers ever in Minetest.
paramat wrote:
^ I turned landup020 inside out to make canyons, adding water at sea level ... very glitchy but generates fast.
Likwid H-Craft wrote:I made a cool map before with just water :) since I added flamable=1 to, all the blocks but water, and lava.
rarkenin wrote:What about having generation run a liquid that erodes the soil partially(to emulate millions of years of erosion), then turning the erosion off right as it exits the generation stage?
rubenwardy wrote:It would be awesome with the finite liquid core feature.
prestidigitator wrote:rubenwardy wrote:It would be awesome with the finite liquid core feature.
Hmm. If liquid were finite you'd actually have to implement a LOT more stuff to get rivers: rain/snow, evaporation, etc. Or at least some kind of water SINK at the bottom of oceans to match the sources. Rivers are a lot simpler with infinite water sources, at least to start.
Linxx wrote:prestidigitator wrote:rubenwardy wrote:It would be awesome with the finite liquid core feature.
Hmm. If liquid were finite you'd actually have to implement a LOT more stuff to get rivers: rain/snow, evaporation, etc. Or at least some kind of water SINK at the bottom of oceans to match the sources. Rivers are a lot simpler with infinite water sources, at least to start.
yeah but wouldn't that make frames drop for some low end computers?
prestidigitator wrote:Linxx wrote:prestidigitator wrote:Hmm. If liquid were finite you'd actually have to implement a LOT more stuff to get rivers: rain/snow, evaporation, etc. Or at least some kind of water SINK at the bottom of oceans to match the sources. Rivers are a lot simpler with infinite water sources, at least to start.
yeah but wouldn't that make frames drop for some low end computers?
Well, the bigger the ecosystem and the more parts, the more fragile it is going to be. As it is now, you'd have to load the section of the map with the source of a river before you load the section with the downstream end, or you'll get a raging flood at some point (which could be fun). But if you needed to load ocean and all the chunks in between in order to get some water to evaporate, blow in the wind, and then precipitate, you've got a much bigger set of areas you have to load and keep loaded. THAT would likely be a much bigger strain that what we have now, which is simply checking each water source and flow to see if it should spill into a neighboring node full of air (or dry up if there isn't something to flow into it in the case of flowing water).
Also, with finite volume tracking you're going to have a lot more chain reactions to deal with. Picture a water flow at the bottom of a mass of water. If there's somewhere for it to go, the node is not just going to have to move; some neighboring node is going to have to take its place, and then some other one take ITS place, etc. At the moment all that happens is that the flow creates another flow next to or beneath it, so the chain reaction only goes in "one direction" so to speak.
Linxx wrote:is that an oasis in the desert on the left?
Linxx wrote:prestidigitator wrote:Linxx wrote:yeah but wouldn't that make frames drop for some low end computers?
Well, the bigger the ecosystem and the more parts, the more fragile it is going to be. As it is now, you'd have to load the section of the map with the source of a river before you load the section with the downstream end, or you'll get a raging flood at some point (which could be fun). But if you needed to load ocean and all the chunks in between in order to get some water to evaporate, blow in the wind, and then precipitate, you've got a much bigger set of areas you have to load and keep loaded. THAT would likely be a much bigger strain that what we have now, which is simply checking each water source and flow to see if it should spill into a neighboring node full of air (or dry up if there isn't something to flow into it in the case of flowing water).
Also, with finite volume tracking you're going to have a lot more chain reactions to deal with. Picture a water flow at the bottom of a mass of water. If there's somewhere for it to go, the node is not just going to have to move; some neighboring node is going to have to take its place, and then some other one take ITS place, etc. At the moment all that happens is that the flow creates another flow next to or beneath it, so the chain reaction only goes in "one direction" so to speak.
well lag is still an issue no matter what then haha
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