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