Andrew Brown
a3a4877e6a
no longer validates images, runs MUCH faster to scan existing chunks.
...
If a chunk image can't be loaded, it re-generates it on the fly.
2010-09-12 01:04:31 -04:00
Andrew Brown
55d596fc26
chunk progress prints fewer lines. Made a perhaps insignificant
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algorithm change
2010-09-11 22:34:07 -04:00
Andrew Brown
5726f7e23e
chunk generation checks mtime before hashing block array
2010-09-11 22:07:46 -04:00
Andrew Brown
07d6df1cbe
fixed minecraft.jar path on macs
2010-09-11 15:33:00 -04:00
Andrew Brown
9309fd6c96
Uses a shared semaphore to spawn new processes when needed.
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This more effectively utilizes as many cores as you tell it. It should
now spawn a new process whenever an old branch of the recursive tree
finishes, to always use as many processes as you specify.
2010-09-11 13:21:13 -04:00
Andrew Brown
f9783d7a20
Tile rendering is now mostly parallel up to 4 procs.
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The initial recursive call for tile generation will spawn up to 3 extra
processes to work on each quadrant. It's not perfect yet since some
quadrants may have more or less work to do, and only 4 total workers are
supported.
Also, it waits for all chunks are finished before it dives into the
tiles, to prevent it from using more resources than requested.
2010-09-11 00:15:59 -04:00
Andrew Brown
1e296e858a
readme updates, texture code updates.
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Re-factored the way the textures and blocks are being built. It should
be easier to understand and add new exceptions (sorta). Also fixed the
water and lava with other texture packs by putting a static water.png
and lava.png in with the code.
2010-09-10 00:04:02 -04:00
Andrew Brown
b6ceb536da
removes tiles if they no longer exist
2010-09-07 21:52:56 -04:00
Andrew Brown
8382e6664a
cleaned up some comments
2010-09-07 21:32:57 -04:00
Gregory Short
1b4a775f72
Merged and resolved conflicts.
2010-09-06 22:22:33 -05:00
Gregory Short
9e11071b35
Moved html generation to happen before quadtree generation. This way, you can open up the html file immediately and browse the map as it is being generated! This necessitated pulling the zoom-depth determination out into its own function.
2010-09-06 20:51:06 -05:00
Andrew Brown
2d7bd248ed
fixed strangeness in tile caching code.
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I believe the tile caching and hashing mechanisms are working now.
2010-09-06 12:58:30 -04:00
Andrew Brown
54fb6ace07
fixed typo. Thanks again alexjurkiewicz
2010-09-05 21:39:43 -04:00
Andrew Brown
06006c6202
added tile caching. A tile will only be re-rendered if the underlying
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chunks changed.
The next time a set of tiles is generated, a series of has files will be
written along side the image files. These keep track of whether the file
has changed.
2010-09-05 18:11:47 -04:00
Andrew Brown
ed8ea421fc
won't render tiles that would otherwise be blank.
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This cuts down on the number of files outputted and the total size.
2010-09-05 13:58:50 -04:00
Andrew Brown
1e08406dff
quadtree generation works. Changed scaling algorithm
2010-09-04 19:22:04 -04:00
Andrew Brown
2005976248
I think the quadtree works now. Comments for it are inaccurate though
2010-09-02 23:19:32 -04:00
Andrew Brown
0b2880de08
should be raising this exception
2010-09-01 23:47:22 -04:00
Andrew Brown
0cb7df13fb
quadtree generation sorta works
2010-09-01 23:42:17 -04:00
Andrew Brown
de95ef827f
wrote function prototype and docstring. Now I just need to implement it
2010-08-31 23:35:23 -04:00
Andrew Brown
ee6eaf0206
tile drawing function implemented. Still needs an interface
2010-08-30 21:05:22 -04:00
Andrew Brown
6ba9eb903d
corrected some numbers in the comments
2010-08-28 23:03:26 -04:00
Andrew Brown
6d7e64a3d1
moved Image.new after the subprocesses are started
2010-08-28 17:42:52 -04:00
Andrew Brown
8817689276
added a command line interface
2010-08-27 23:45:19 -04:00
Andrew
08a86a52ab
uses multiprocessing to speed up rendering. Caches chunks
2010-08-24 21:11:57 -04:00
Andrew
2eca1a5fb5
initial comit
2010-08-22 10:16:10 -04:00