lux-server's People
lux-server's Issues
Collision bug
Sometimes, especially near corridors, there is an invisible obstacle, usually happens in the same place, possible causes are: bug in the mesh generation or bug due to collision between floor tiles and entity.
GPU acceleration
In the future, a lot of computations like world generation or mesh generation can be tasked to the GPU, it would make it much faster, this would need to be optional. It can be potentially very good for dedicated servers with a GPU. Implementation could use OpenCL or similar APIs.
Physics and collisions
Proper physics (probably discrete) have to be added
Custom simplex noise implementation
A custom simplex noise implementation would speed up the generation of chunks significantly, since glm's function seems to be pretty slow. The custom implementation could take advantage of the fact that noise values are needed in batches, so it could reuse certain values to generate full chunks of data.
Worldgen dirt strip.
There is a weird strip of dirt on the spawn, seems the collisions around it are bugged as well.
Player's control should take packet overhead into the account
In other words server should move the entity faster, if there has been a longer overhead in receiving the client tick, thanks to that the client will move in constant speed.
Invalid meshing
Currently, especially on open maps, there are certain tiles through which the player can fall down, I suspect the cause for this issue is different than for #1, here the mesh is probably generated in a wrong way, client meshing is working well and could be the basis for comparison.
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