This is an old revision of the document!


Introduction

This page is still work in progress.

The purpose of this page is for programmers, newly involved with the project, to have a source for learning how the map generation works.

IRC logs on this subject

http://2pktfkt.de/irc/minetest-delta/2011-11-07.html http://2pktfkt.de/irc/minetest-delta/2011-11-08.html

For the log dating 2011-11-07, the subject discussion starts at the end.

Node

A node in Minetest is the equivalent of a block in Minecraft. They are the cubes that make up the world.

In code, a node( represented by the class MapNode ) contains only a small amount of data that can be transferred easily between the client and the server. This data includes what type of node it is, eg. Dirt node or Sand node, and some other data for lighting and miscellaneous parameters.

Nodes don't have any interactive functionality, this is done by the client and the client knows what to do depending on what type of node it is.

Block

A block in Minetest, is a collection of 16x16x16 nodes( described above ), and they are the pieces that together make the world/map.

In code, the block( represented by the class MapBlock ) contains one mesh( only clientside ) for all 16x16x16 nodes. A mesh is the geometry of a object, in this case the block. A mesh contains a collection of materials aka. textures, which is how each node is represented visually.

Map generation

Write something here

map_generation.1320713774.txt.gz · Last modified: 2013/01/14 22:47 (external edit)
 
Except where otherwise noted, content on this wiki is licensed under the following license: CC Attribution-Share Alike 3.0 Unported
Recent changes RSS feed Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki