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 with background now being a thing, a padding might be nice
14 that or maybe separate bg from fg rendering
16 it may also be feasible to get rid of SDL_ttf and use freetype
17 directly to eliminate the unneccessary surface creation
18 ftgl might also be worth looking at
22 usefull for development and later on world administration
26 merge IO counters, so number of operations per frame is kept
27 low, no matter what exactly is done
29 store some kind of byte order mark?
33 parameterization of chunk generator should be less static/dangerous
38 do some manual testing
41 and give players an appearance as well ^^
45 select or create a world with configurable parameters
49 pathfinding, chase and roam states
53 occlusion/neighbor light mixing is implemented, but still linear
54 this could be solved by using a pre-interpolated light texture and
55 mapping light levels to coordinates on that
57 also: how could block light affect entity lighting?
58 maybe get the interpolated light level at the entity's center and use
59 that as the light power for the directional lighting shader and use a
60 direction that's fixed relative to the camera?
62 there's a bug where a chunk's model is not updated if its neighbor
63 changes border light levels
64 I kinda mitigated it a little for direct neighbors during linking, but
65 it still can happen in (hopefully) rare corner cases
67 propagation through semi-filled blocks is wonky. I worked around it by
68 having the light propagate into solid blocks, but feels like this
69 could cause some weird behaviours
73 maybe like light levels? should also store a direction with it in
74 that case. also, global gravity may be a world option.
75 no, per-block gravity vector is most probably too expensive.
76 better have the chunks store a few point masses (maybe blocks that
77 emit gravitation?) and calculate from that
81 when blocks are not just a solid rock of color, attributes may
82 become interesting. like labels on signs and contents of
87 maybe the chunk loader should keep an index of interesting, if not
88 all chunks by position, possibly base-relative
90 profiling indicates that this is not neccessary atm. maybe it will
91 when there's some more action in the world
93 transparency (blocks and entities)
95 transparent blocks because awesome
97 world generator that is not boring
99 maybe divide into biomes and add special features like
100 settlements, ruins, all kinds of interesting stuff
102 entity/world collision
104 first draft of entity/world collision is implemented
105 it jitters and has some surprising behaviour
106 finding a spawn point which doesn't put entities in solids is
107 now a little more crucial. press N if you're in trouble
111 current simplex noise implementation repeats itself pretty quickly