Open farooqkz opened 1 year ago
Reminds me of derivatives in calculus lol :joy: . Good idea by opening an issue :smile: .
Reminds me of derivatives in calculus lol joy . Good idea by opening an issue smile .
Did you mean Integrals?
Reminds me of derivatives in calculus lol joy . Good idea by opening an issue smile .
Did you mean Integrals?
The last image looks like the diagram for derivatives. The concept of tiny areas does remind me of integrals and Riemann sums too :p.
A better solution would probably be to search the map for barrier nodes and save their positions when the map is saved
Won't this solution require doing so for all the current maps?
Yeah, so I need to implement mass-map-resaving at some point
Yeah, so I need to implement mass-map-resaving at some point
What is format of these binary mts files?
Minetest Schematic. I would rather people looked to work on other things for now though, unless they have experience working with schematics
Currently in 4 player maps, we don't have classic barriers anymore which you can define by only 2 points and a big cube. While this works perfectly for 2 team maps which their barrier fits in a minimal cube, this isn't the case for 4 team maps. I am proposing two ideas to combat this issue:
+
) shape in these maps. There is, however, one exception to this as there is a map which the barrier is placed like ax
sign(the water academy map).The above image shows the shape of the red barrier(in red colour) and 2 pairs of points to efficiently define where the red barrier is(the black circles). As you see this method is very efficient and most or all of the blocks(or nodes) inside the defined positions are the red barrier blocks which later are to be removed.
This second image, shows the more general solution for maps like water academy. We can make the cubes(the pairs of black circles) in a size small enough to not contain much of the map but at the same time big enough to so that we won't have too many of them to iterate over(to look for red barrier inside to delete it).