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 usefull for development and later on world administration
21 mostly for labelled blocks and some ui elements
25 exchange of chunks and entities
29 unloaded chunks should be saved to disk and restored when they
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 there seems to be a bug with adding/removing obstacles...again
48 also: how could block light affect entity lighting?
49 maybe get the interpolated light level at the entity's center and use
50 that as the light power for the directional lighting shader and use a
51 direction that's fixed relative to the camera?
55 maybe like light levels? should also store a direction with it in
56 that case. also, global gravity may be a world option.
57 no, per-block gravity vector is most probably too expensive.
58 better have the chunks store a few point masses (maybe blocks that
59 emit gravitation?) and calculate from that
63 when blocks are not just a solid rock of color, attributes may
64 become interesting. like labels on signs and contents of
69 maybe the chunk loader should keep an index of interesting, if not
70 all chunks by position, possibly base-relative
72 profiling indicates that this is not neccessary atm. maybe it will
73 when some more action is in the world
75 transparency (blocks and entities)
77 transparent blocks because awesome
79 world generator that is not boring
81 maybe divide into biomes and add special features like
82 settlements, ruins, all kinds of interesting stuff
84 entity/world collision
86 entities should be stopped from entering solid parts of the world
88 also, current ray/obb intersection test sucks
92 current simplex noise implementation repeats itself pretty quickly