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
23 and show me their output
27 merge IO counters, so number of operations per frame is kept
28 low, no matter what exactly is done
30 store some kind of byte order mark?
34 definitely needs throttling for the internets
36 players stats (who's connected, their ping, and game-relevant
37 things) should be sent to clients
42 select or create a world with configurable parameters
46 pathfinding, obstacle avoidance, better turning behaviour
50 occlusion/neighbor light mixing is implemented, but still linear
51 this could be solved by using a pre-interpolated light texture and
52 mapping light levels to coordinates on that
54 there's a bug where a chunk's model is not updated if its neighbor
55 changes border light levels
56 I kinda mitigated it a little for direct neighbors during linking, but
57 it still can happen in (hopefully) rare corner cases
59 propagation through semi-filled blocks is wonky. I worked around it by
60 having the light propagate into solid blocks, but feels like this
61 could cause some weird behaviours
63 entity lighting is now derived from block light levels
64 it's not interpolated and the calculation is very basic, so it
65 has some unexpected effects
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
81 transparency (blocks and entities)
83 transparent blocks because awesome
85 world generator that is not boring
88 still needs way more block types and structure generation
89 a minimum distance from origin could be interesting as well, to ensure
90 the spawn vicinity doesn't contain bloks with would be useless at the
91 beginning (if there even is such a thing), also it would encourage
93 biomes seem too small, maybe that will become easier to tune when
94 there's a little more diversity between them
96 entity/world collision
98 first draft of entity/world collision is implemented
99 it jitters and has some surprising behaviour
103 need a way to find a suitable location to spawn new players in
104 I imagine a "random block" function of ChunkIndex could be nice
105 (also for use with the AI spawner)
106 also, finding a spawn position for a player must no fail. after a
107 certain number of tries, the world must change to safely accomodate
109 chunk generation could be adjusted to make a little more room near the
110 origin (since that's where the usual spawn point will be), but that's
111 not strictly necessary and might overcomplicate the generation
112 if all fails, the spawner has to modify the world
113 how much space has to be cleared and how to make sure the spawning
114 space connects to "open space" I don't know yet, it's all a little
117 sprite/particle system
119 these could help make the world seem more alive