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 parts 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 useful 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?
34 do some manual testing
40 select or create a world with configurable parameters
44 pathfinding, chase and roam states
48 occlusion/neighbor light mixing is implemented, but still linear
49 this could be solved by using a pre-interpolated light texture and
50 mapping light levels to coordinates on that
52 also: how could block light affect entity lighting?
53 maybe get the interpolated light level at the entity's center and use
54 that as the light power for the directional lighting shader and use a
55 direction that's fixed relative to the camera?
57 there's a bug where a chunk's model is not updated if its neighbor
58 changes border light levels
59 I kinda mitigated it a little for direct neighbors during linking, but
60 it still can happen in (hopefully) rare corner cases
62 propagation through semi-filled blocks is wonky. I worked around it by
63 having the light propagate into solid blocks, but feels like this
64 could cause some weird behaviours
68 maybe like light levels? should also store a direction with it in
69 that case. also, global gravity may be a world option.
70 no, per-block gravity vector is most probably too expensive.
71 better have the chunks store a few point masses (maybe blocks that
72 emit gravitation?) and calculate from that
76 when blocks are not just a solid rock of color, attributes may
77 become interesting. like labels on signs and contents of
80 transparency (blocks and entities)
82 transparent blocks because awesome
84 world generator that is not boring
87 still needs way more block types and structure generation
88 a minimum distance from origin could be interesting as well, to ensure
89 the spawn vicinity doesn't contain bloks with would be useless at the
90 beginning (if there even is such a thing), also it would encourage
92 biomes seem too small, maybe that will become easier to tune when
93 there's a little more diversity between them
95 entity/world collision
97 first draft of entity/world collision is implemented
98 it jitters and has some surprising behaviour
102 need a way to find a suitable location to spawn new players in
103 I imagine a "random block" function of ChunkIndex could be nice
104 (also for use with the AI spawner)
105 also, finding a spawn position for a player must no fail. after a
106 certain number of tries, the world must change to safely accomodate
108 chunk generation could be adjusted to make a little more room near the
109 origin (since that's where the usual spawn point will be), but that's
110 not strictly necessary and might overcomplicate the generation
111 if all fails, the spawner has to modify the world
112 how much space has to be cleared and how to make sure the spawning
113 space connects to "open space" I don't know yet, it's all a little
116 sprite/particle system
118 these could help make the world seem more alive