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 do I need to say anything? :)
17 set font fg and bg colour as either uniform or vertex attribute
18 and lerp between them based on the texture's alpha component
22 usefull for development and later on world administration
26 exchange of chunks and entities
30 unloaded chunks should be saved to disk and restored when they
35 select or create a world with configurable parameters
39 pathfinding, chase and roam states
43 occlusion/neighbor light mixing is implemented, but still linear
44 this could be solved by using a pre-interpolated light texture and
45 mapping light levels to coordinates on that
47 also: how could block light affect entity lighting?
48 maybe get the interpolated light level at the entity's center and use
49 that as the light power for the directional lighting shader and use a
50 direction that's fixed relative to the camera?
52 there's a bug where a chunk's model is not updated if its neighbor
53 changes border light levels
54 I kinda mitigated it a little for direct neighbors during linking, but
55 it still can happen in (hopefully) rare corner cases
57 propagation through semi-filled blocks is wonky. I worked around it by
58 having the light propagate into solid blocks, but feels like this
59 could cause some weird behaviours
63 maybe like light levels? should also store a direction with it in
64 that case. also, global gravity may be a world option.
65 no, per-block gravity vector is most probably too expensive.
66 better have the chunks store a few point masses (maybe blocks that
67 emit gravitation?) and calculate from that
71 when blocks are not just a solid rock of color, attributes may
72 become interesting. like labels on signs and contents of
77 maybe the chunk loader should keep an index of interesting, if not
78 all chunks by position, possibly base-relative
80 profiling indicates that this is not neccessary atm. maybe it will
81 when there's some more action in the world
83 transparency (blocks and entities)
85 transparent blocks because awesome
87 world generator that is not boring
89 maybe divide into biomes and add special features like
90 settlements, ruins, all kinds of interesting stuff
92 entity/world collision
94 first draft of entity/world collision is implemented
95 it jitters and has some surprising behaviour
96 finding a spawn point which doesn't put entities in solids is
97 now a little more crucial. press N if you're in trouble
101 current simplex noise implementation repeats itself pretty quickly