4 Commits

Author SHA1 Message Date
Drew DeVault
362c852f51 Many improvements to server stability+performance
Sorry for the vague commit message. There were a lot of changes. Here's
a list of most of them:

- Lighting updates are timeboxed each frame
- The next environment frame is queued sooner if the current one took
  longer (as soon as immediately)
- Issues with the physics engines and mobs using it were (mostly) fixed,
  mobs no longer freak out and get stuck on physics objects
- Mob AI/pathfinding is done more intelligently
- The player can no longer spawn in an ocean or a desert biome
- Some deadlocks in Region were fixed (more remain to be fixed)

The current performance bottlenecks are lighting (still) and propegating
initial chunk loads to blocks that need to schedule things (such as
grass blocks). I think the main culprit in the latter case is grass
blocks and water blocks. The former can be improved by adding a block
cache to World, but that'll take some custom work. This step is just
gonna be slow no matter what, we might have to split it across several
frames but it's never going to be great.

There still seems to be a deadlock somewhere in all of this mess, in the
world code. I'll find it later.
2017-05-22 19:51:23 -04:00
Drew DeVault
50040ed440 Start adding tests 2015-06-05 14:15:39 -06:00
Drew DeVault
6517738949 Improve terrain generation
- Enforced coding style
- Improved perlin constants
- Improved biome constants
- Spawn plants before trees so plants may grow underneath
- Fixed areas that were not deterministic
2015-04-26 18:08:56 -06:00
Daniel Vidmar
9fa3286ea0 Terrain Generation 2015-02-21 02:42:03 -05:00