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?
47 maybe get the interpolated light level at the entity's center and use
48 that as the light power for the directional lighting shader and use a
49 direction that's fixed relative to the camera?
51 there's a bug where a chunk's model is not updated if its neighbor
52 changes border light levels
56 maybe like light levels? should also store a direction with it in
57 that case. also, global gravity may be a world option.
58 no, per-block gravity vector is most probably too expensive.
59 better have the chunks store a few point masses (maybe blocks that
60 emit gravitation?) and calculate from that
64 when blocks are not just a solid rock of color, attributes may
65 become interesting. like labels on signs and contents of
70 maybe the chunk loader should keep an index of interesting, if not
71 all chunks by position, possibly base-relative
73 profiling indicates that this is not neccessary atm. maybe it will
74 when there's some more action in the world
76 I got a segfault (sadly in release mode, so no sensible trace, but
77 it was in ChunkLoader::Update). I suspect it has something to do
78 with how chunks are relinked after a near death experience.
80 transparency (blocks and entities)
82 transparent blocks because awesome
84 world generator that is not boring
86 maybe divide into biomes and add special features like
87 settlements, ruins, all kinds of interesting stuff
89 entity/world collision
91 first draft of entity/world collision is implemented
92 it jitters and has some surprising behaviour
93 finding a spawn point which doesn't put entities in solids is
94 now a little more crucial. press N if you're in trouble
98 current simplex noise implementation repeats itself pretty quickly