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