composite entity animations
- complex entities are made up of part which have their own local
+ 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
command line
- usefull for development and later on world administration
+ useful for development and later on world administration
persistence
store some kind of byte order mark?
-block asset loading
-
- parameterization of chunk generator should be less static/dangerous
-
networking
write tests
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
+ 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
- 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
+
+sprite/particle system
+
+ these could help make the world seem more alive