Refactoring Tree Generation
#1
So, for my next trick I will be working on refactoring tree generation, specifically implementing a simple way for server admins to add variations of tree types.

One thing is bugging me, though. When I was testing out converting tree generation to a more OO approach, I had to check whether there was space enough for the tree to grow. However, I had to write 2 different variations of the checking method because we have two different ways that trees can be generated: Through chunk generation, where cChunkDesc is used, and the cWorld::GrowTree* methods, where the world/chunk map is used.

I know this would take a big refactor of generation code, but shouldn't we be using a single generation path?

I mean cChunk is a data object, and when generating anything into the world the code needs to know information about the surrounding chunks, if available. Why not just use cChunk? I'm assuming it's a efficiency thing, but the way we are doing it right now, at least for trees, leads to then growing right next to each other, in separate chunks.
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Messages In This Thread
Refactoring Tree Generation - by SamJBarney - 08-03-2016, 06:17 AM
RE: Refactoring Tree Generation - by NiLSPACE - 08-03-2016, 06:21 AM
RE: Refactoring Tree Generation - by xoft - 08-03-2016, 05:44 PM



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