block placement/removal timers removal timing depending on the tool/block combination animation for remove composite entity animations complex entities are made up of part which have their own local transform that can be animated (like e.g. an arm or head) textures do I need to say anything? :) command line usefull for development and later on world administration font rendering mostly for labelled blocks and some ui elements networking exchange of chunks and entities persistence unloaded chunks should be saved to disk and restored when they are loaded again launcher ui select or create a world with configurable parameters entity ai pathfinding, chase and roam states (block) lighting occlusion/neighbor light mixing is implemented, but still linear this could be solved by using a pre-interpolated light texture and mapping light levels to coordinates on that there seems to be a bug with adding/removing obstacles...again also: how could block light affect entity lighting? maybe get the interpolated light level at the entity's center and use that as the light power for the directional lighting shader and use a direction that's fixed relative to the camera? gravity maybe like light levels? should also store a direction with it in that case. also, global gravity may be a world option. no, per-block gravity vector is most probably too expensive. better have the chunks store a few point masses (maybe blocks that emit gravitation?) and calculate from that block attributes when blocks are not just a solid rock of color, attributes may become interesting. like labels on signs and contents of containers chunk traversal maybe the chunk loader should keep an index of interesting, if not all chunks by position, possibly base-relative profiling indicates that this is not neccessary atm. maybe it will when some more action is in the world transparency (blocks and entities) transparent blocks because awesome world generator that is not boring maybe divide into biomes and add special features like settlements, ruins, all kinds of interesting stuff entity/world collision entities should be stopped from entering solid parts of the world also, current ray/obb intersection test sucks better noise current simplex noise implementation repeats itself pretty quickly