textures
- do I need to say anything? :)
+ okay, now I need a better solution for the crosshair ^^
-font colours
+font rendering
- set font fg and bg colour as either uniform or vertex attribute
- and lerp between them based on the texture's alpha component
+ 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
-networking
+persistence
- exchange of chunks and entities
+ merge IO counters, so number of operations per frame is kept
+ low, no matter what exactly is done
-persistence
+ store some kind of byte order mark?
- unloaded chunks should be saved to disk and restored when they
- are loaded again
+networking
+
+ exchange of chunks and entities
launcher ui
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