10-03-2012, 05:05 AM
Yes, I'll be using the same algorithm to ease the updates. But vanilla's way of calculating flow is a bit too CPU-intensive, I think Floody will do much better CPU-wise. Of course, I'd like to implement both, in the longer run.
Here's the promised pictures:
Situation 1, vanilla algorithm. The water source is under the stone ^-shape, top right:
![[Image: vanilla1.png]](http://mc-server.xoft.cz/img/vanilla1.png)
Same situation, Floody algorithm:
![[Image: floody1.png]](http://mc-server.xoft.cz/img/floody1.png)
Situation 2, vanilla algorithm. The water source is the "spring" in the wall:
![[Image: vanilla2.png]](http://mc-server.xoft.cz/img/vanilla2.png)
Situation 2, Floody algorithm. Notice the awesome water curtain it produces:
Here's the promised pictures:
Situation 1, vanilla algorithm. The water source is under the stone ^-shape, top right:
![[Image: vanilla1.png]](http://mc-server.xoft.cz/img/vanilla1.png)
Same situation, Floody algorithm:
![[Image: floody1.png]](http://mc-server.xoft.cz/img/floody1.png)
Situation 2, vanilla algorithm. The water source is the "spring" in the wall:
![[Image: vanilla2.png]](http://mc-server.xoft.cz/img/vanilla2.png)
Situation 2, Floody algorithm. Notice the awesome water curtain it produces:
![[Image: floody2.png]](http://mc-server.xoft.cz/img/floody2.png)