store some kind of byte order mark?
-block asset loading
-
- parameterization of chunk generator should be less static/dangerous
-
networking
write tests
world generator that is not boring
- maybe divide into biomes and add special features like
- settlements, ruins, all kinds of interesting stuff
+ maybe store a min/max solidity, humidity, temperature, rarity, etc.
+ for each block type (with the option to deactivate generation
+ altogether) and use different noise overlays for each
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
+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