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
+font rendering
+
+ with background now being a thing, a padding might be nice
+ that or maybe separate bg from fg rendering
- do I need to say anything? :)
+ 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
-font rendering
+persistence
- mostly for labelled blocks and some ui elements
+ merge IO counters, so number of operations per frame is kept
+ low, no matter what exactly is done
-networking
+ store some kind of byte order mark?
- exchange of chunks and entities
+block asset loading
-persistence
+ parameterization of chunk generator should be less static/dangerous
+
+networking
- unloaded chunks should be saved to disk and restored when they
- are loaded again
+ write tests
+ do some manual testing
+ some more testing
+ a little optimization
+ and give players an appearance as well ^^
launcher ui
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
profiling indicates that this is not neccessary atm. maybe it will
when there's some more action in the world
- I got a segfault (sadly in release mode, so no sensible trace, but
- it was in ChunkLoader::Update). I suspect it has something to do
- with how chunks are relinked after a near death experience.
-
transparency (blocks and entities)
transparent blocks because awesome