- 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
+ I don't like the force/spring based collision response, maybe revert
+ back to impulses
+ also, it fails in some cases
+
+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
+
+items
+
+ items representing both blocks and non-blocks (such as tools, weapons,
+ armor), with a simpler physics simulation than entities, much like the
+ one for particles
+ they can be picked up by entities, so those should have one or more parts
+ in their skeleton to render them when they're "held"
+ players' inventories have to be changed so they select an item rather
+ than a block
+ item IDs could be the block ID for blocks, and anything from 2^16 up for
+ non-blocks