1 block placement/removal timers
3 removal timing depending on the tool/block combination
6 composite entity animations
8 complex entities are made up of part which have their own local
9 transform that can be animated (like e.g. an arm or head)
13 okay, now I need a better solution for the crosshair ^^
17 with background now being a thing, a padding might be nice
18 that or maybe separate bg from fg rendering
20 it may also be feasible to get rid of SDL_ttf and use freetype
21 directly to eliminate the unneccessary surface creation
22 ftgl might also be worth looking at
26 usefull for development and later on world administration
30 do the sources thing rightâ„¢
31 (or at least in a way that it doesn't error out on shutdown :P )
35 merge IO counters, so number of operations per frame is kept
36 low, no matter what exactly is done
38 store some kind of byte order mark?
42 block type loader can determine which textures are needed in the array
43 it should compose a map while loading, assigning an ID to each
44 individual texture and after all types are loaded, load the appropriate
45 textures into the array
47 also, parameterization of chunk generator should be less static/dangerous
51 exchange of chunks and entities
55 select or create a world with configurable parameters
59 pathfinding, chase and roam states
63 occlusion/neighbor light mixing is implemented, but still linear
64 this could be solved by using a pre-interpolated light texture and
65 mapping light levels to coordinates on that
67 also: how could block light affect entity lighting?
68 maybe get the interpolated light level at the entity's center and use
69 that as the light power for the directional lighting shader and use a
70 direction that's fixed relative to the camera?
72 there's a bug where a chunk's model is not updated if its neighbor
73 changes border light levels
74 I kinda mitigated it a little for direct neighbors during linking, but
75 it still can happen in (hopefully) rare corner cases
77 propagation through semi-filled blocks is wonky. I worked around it by
78 having the light propagate into solid blocks, but feels like this
79 could cause some weird behaviours
83 maybe like light levels? should also store a direction with it in
84 that case. also, global gravity may be a world option.
85 no, per-block gravity vector is most probably too expensive.
86 better have the chunks store a few point masses (maybe blocks that
87 emit gravitation?) and calculate from that
91 when blocks are not just a solid rock of color, attributes may
92 become interesting. like labels on signs and contents of
97 maybe the chunk loader should keep an index of interesting, if not
98 all chunks by position, possibly base-relative
100 profiling indicates that this is not neccessary atm. maybe it will
101 when there's some more action in the world
103 transparency (blocks and entities)
105 transparent blocks because awesome
107 world generator that is not boring
109 maybe divide into biomes and add special features like
110 settlements, ruins, all kinds of interesting stuff
112 entity/world collision
114 first draft of entity/world collision is implemented
115 it jitters and has some surprising behaviour
116 finding a spawn point which doesn't put entities in solids is
117 now a little more crucial. press N if you're in trouble
121 current simplex noise implementation repeats itself pretty quickly