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 exchange of chunks and entities
34 select or create a world with configurable parameters
38 pathfinding, chase and roam states
42 occlusion/neighbor light mixing is implemented, but still linear
43 this could be solved by using a pre-interpolated light texture and
44 mapping light levels to coordinates on that
46 also: how could block light affect entity lighting?
47 maybe get the interpolated light level at the entity's center and use
48 that as the light power for the directional lighting shader and use a
49 direction that's fixed relative to the camera?
51 there's a bug where a chunk's model is not updated if its neighbor
52 changes border light levels
53 I kinda mitigated it a little for direct neighbors during linking, but
54 it still can happen in (hopefully) rare corner cases
56 propagation through semi-filled blocks is wonky. I worked around it by
57 having the light propagate into solid blocks, but feels like this
58 could cause some weird behaviours
62 maybe like light levels? should also store a direction with it in
63 that case. also, global gravity may be a world option.
64 no, per-block gravity vector is most probably too expensive.
65 better have the chunks store a few point masses (maybe blocks that
66 emit gravitation?) and calculate from that
70 when blocks are not just a solid rock of color, attributes may
71 become interesting. like labels on signs and contents of
76 maybe the chunk loader should keep an index of interesting, if not
77 all chunks by position, possibly base-relative
79 profiling indicates that this is not neccessary atm. maybe it will
80 when there's some more action in the world
82 transparency (blocks and entities)
84 transparent blocks because awesome
86 world generator that is not boring
88 maybe divide into biomes and add special features like
89 settlements, ruins, all kinds of interesting stuff
91 entity/world collision
93 first draft of entity/world collision is implemented
94 it jitters and has some surprising behaviour
95 finding a spawn point which doesn't put entities in solids is
96 now a little more crucial. press N if you're in trouble
100 current simplex noise implementation repeats itself pretty quickly