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 also: how could block light affect entity lighting?
50 maybe like light levels? should also store a direction with it in
51 that case. also, global gravity may be a world option.
55 when blocks are not just a solid rock of color, attributes may
56 become interesting. like labels on signs and contents of
61 maybe the chunk loader should keep an index of interesting, if not
62 all chunks by position, possibly base-relative
64 transparency (blocks and entities)
66 transparent blocks because awesome
68 world generator that is not boring
70 maybe divide into biomes and add special features like
71 settlements, ruins, all kinds of interesting stuff
73 entity/world collision
75 entities should be stopped from entering solid parts of the world
77 also, current ray/obb intersection test sucks
81 current simplex noise implementation repeats itself pretty quickly