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