- 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
+ 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
+
+ chunk generation takes too long, it's incredibly annoying
+ should look into speeding it up and executing on a different thread
+ compute shaders might be another approach, though that would require
+ opengl 4.3, block the gpu, and generally doesn't lend itself well to
+ threading (cpu wise). It also requires servers to load GL. maybe not
+ such a great idea after all
+ using interpolation between samples of simplex noise now (big thanks
+ to notch ;) ), I'll see how that fares or can be tweaked