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) 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 usefull 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? block asset loading parameterization of chunk generator should be less static/dangerous 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 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 there's some more action 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 first draft of entity/world collision is implemented it jitters and has some surprising behaviour finding a spawn point which doesn't put entities in solids is now a little more crucial. press N if you're in trouble better noise current simplex noise implementation repeats itself pretty quickly