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 do the sources thing rightâ„¢
27 (or at least in a way that it doesn't error out on shutdown :P )
31 merge IO counters, so number of operations per frame is kept
32 low, no matter what exactly is done
34 store some kind of byte order mark?
38 parameterization of chunk generator should be less static/dangerous
42 exchange of chunks and entities
46 select or create a world with configurable parameters
50 pathfinding, chase and roam states
54 occlusion/neighbor light mixing is implemented, but still linear
55 this could be solved by using a pre-interpolated light texture and
56 mapping light levels to coordinates on that
58 also: how could block light affect entity lighting?
59 maybe get the interpolated light level at the entity's center and use
60 that as the light power for the directional lighting shader and use a
61 direction that's fixed relative to the camera?
63 there's a bug where a chunk's model is not updated if its neighbor
64 changes border light levels
65 I kinda mitigated it a little for direct neighbors during linking, but
66 it still can happen in (hopefully) rare corner cases
68 propagation through semi-filled blocks is wonky. I worked around it by
69 having the light propagate into solid blocks, but feels like this
70 could cause some weird behaviours
74 maybe like light levels? should also store a direction with it in
75 that case. also, global gravity may be a world option.
76 no, per-block gravity vector is most probably too expensive.
77 better have the chunks store a few point masses (maybe blocks that
78 emit gravitation?) and calculate from that
82 when blocks are not just a solid rock of color, attributes may
83 become interesting. like labels on signs and contents of
88 maybe the chunk loader should keep an index of interesting, if not
89 all chunks by position, possibly base-relative
91 profiling indicates that this is not neccessary atm. maybe it will
92 when there's some more action in the world
94 transparency (blocks and entities)
96 transparent blocks because awesome
98 world generator that is not boring
100 maybe divide into biomes and add special features like
101 settlements, ruins, all kinds of interesting stuff
103 entity/world collision
105 first draft of entity/world collision is implemented
106 it jitters and has some surprising behaviour
107 finding a spawn point which doesn't put entities in solids is
108 now a little more crucial. press N if you're in trouble
112 current simplex noise implementation repeats itself pretty quickly