textures
- do I need to say anything? :)
+ okay, now I need a better solution for the crosshair ^^
-font colours
+font rendering
- set font fg and bg colour as either uniform or vertex attribute
- and lerp between them based on the texture's alpha component
+ with background now being a thing, a padding might be nice
+ that or maybe separate bg from fg rendering
+
+ 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
-networking
+audio
- exchange of chunks and entities
+ do the sources thing rightâ„¢
+ (or at least in a way that it doesn't error out on shutdown :P )
persistence
- unloaded chunks should be saved to disk and restored when they
- are loaded again
+ merge IO counters, so number of operations per frame is kept
+ low, no matter what exactly is done
+
+ store some kind of byte order mark?
+
+block asset loading
+
+ block type loader can determine which textures are needed in the array
+ it should compose a map while loading, assigning an ID to each
+ individual texture and after all types are loaded, load the appropriate
+ textures into the array
+
+ also, parameterization of chunk generator should be less static/dangerous
+
+networking
+
+ exchange of chunks and entities
launcher ui