Dirt node or Sand node, and some other data for lighting (via param1) and miscellaneous parameters, like rotation, color, etc. This data includes what type of node it is, e.g. In the Minetest code, a node (represented by the C++ class MapNode) contains only a small amount of data that can be transferred easily between the client and the server. Games sometimes use this for walls with a collision box that extends a little above them to prevent jumping over walls, or to create very large plants or underwater plants (with the plantlike_rooted drawtype), and more. Nodes in Minetest are the equivalent to blocks in Minecraft.Īlthough nodes themselves don't overlap with each over in a technical sense, their visual appearance and even the collision properties of individual nodes can be larger than 1×1×1, thus leading to a possible overlap in a practical sense.
Nodes are most recognizable as the cubes that make the world, like blocks of dirt, sand or stone, but this is a simplification, because things that don't look like a cube (like stairs, slabs, plants, and even air (=empty space) are considered nodes, too. there can't be a stone and sand node at the same position. There can only be node per 3-D position, e.g. This means you can't place a node at a position like (4.5, 7.553, -64.5). Every node in the world has whole-number coordinates like (4,6,12). Each node has one, and only one distinct type like dirt, sand, stone, air, water source, etc. Simply put, nodes are the "cubes" that make the world.Ī node in Minetest is a cubic section of the world with the size 1×1×1 set in a 3-D raster. For the log dating, the subject discussion starts at the end.