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
38 do some manual testing
44 select or create a world with configurable parameters
48 pathfinding, chase and roam states
52 occlusion/neighbor light mixing is implemented, but still linear
53 this could be solved by using a pre-interpolated light texture and
54 mapping light levels to coordinates on that
56 also: how could block light affect entity lighting?
57 maybe get the interpolated light level at the entity's center and use
58 that as the light power for the directional lighting shader and use a
59 direction that's fixed relative to the camera?
61 there's a bug where a chunk's model is not updated if its neighbor
62 changes border light levels
63 I kinda mitigated it a little for direct neighbors during linking, but
64 it still can happen in (hopefully) rare corner cases
66 propagation through semi-filled blocks is wonky. I worked around it by
67 having the light propagate into solid blocks, but feels like this
68 could cause some weird behaviours
72 maybe like light levels? should also store a direction with it in
73 that case. also, global gravity may be a world option.
74 no, per-block gravity vector is most probably too expensive.
75 better have the chunks store a few point masses (maybe blocks that
76 emit gravitation?) and calculate from that
80 when blocks are not just a solid rock of color, attributes may
81 become interesting. like labels on signs and contents of
86 maybe the chunk loader should keep an index of interesting, if not
87 all chunks by position, possibly base-relative
89 profiling indicates that this is not neccessary atm. maybe it will
90 when there's some more action in the world
92 transparency (blocks and entities)
94 transparent blocks because awesome
96 world generator that is not boring
98 maybe divide into biomes and add special features like
99 settlements, ruins, all kinds of interesting stuff
101 entity/world collision
103 first draft of entity/world collision is implemented
104 it jitters and has some surprising behaviour
105 finding a spawn point which doesn't put entities in solids is
106 now a little more crucial. press N if you're in trouble
110 current simplex noise implementation repeats itself pretty quickly