block placement/removal timers removal timing depending on the tool/block combination animation for remove composite entity animations complex entities are made up of parts which have their own local transform that can be animated (like e.g. an arm or head) font rendering with background now being a thing, a padding might be nice that or maybe separate bg from fg rendering it may also be feasible to get rid of SDL_ttf and use freetype directly to eliminate the unneccessary surface creation ftgl might also be worth looking at command line useful for development and later on world administration persistence merge IO counters, so number of operations per frame is kept low, no matter what exactly is done store some kind of byte order mark? networking write tests do some manual testing some more testing a little optimization 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 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? there's a bug where a chunk's model is not updated if its neighbor changes border light levels I kinda mitigated it a little for direct neighbors during linking, but it still can happen in (hopefully) rare corner cases propagation through semi-filled blocks is wonky. I worked around it by having the light propagate into solid blocks, but feels like this could cause some weird behaviours 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 transparency (blocks and entities) transparent blocks because awesome world generator that is not boring well, it's different still needs way more block types and structure generation a minimum distance from origin could be interesting as well, to ensure the spawn vicinity doesn't contain bloks with would be useless at the beginning (if there even is such a thing), also it would encourage exploration biomes seem too small, maybe that will become easier to tune when there's a little more diversity between them entity/world collision first draft of entity/world collision is implemented it jitters and has some surprising behaviour spawning need a way to find a suitable location to spawn new players in I imagine a "random block" function of ChunkIndex could be nice (also for use with the AI spawner) also, finding a spawn position for a player must no fail. after a certain number of tries, the world must change to safely accomodate the player. chunk generation could be adjusted to make a little more room near the origin (since that's where the usual spawn point will be), but that's not strictly necessary and might overcomplicate the generation if all fails, the spawner has to modify the world how much space has to be cleared and how to make sure the spawning space connects to "open space" I don't know yet, it's all a little fuzzy anyway sprite/particle system these could help make the world seem more alive