textures
- do I need to say anything? :)
+ okay, now I need a better solution for the crosshair ^^
+
+font rendering
+
+ 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
-font rendering
+audio
- mostly for labelled blocks and some ui elements
+ do the sources thing rightâ„¢
+ (or at least in a way that it doesn't error out on shutdown :P )
-networking
+persistence
- exchange of chunks and entities
+ merge IO counters, so number of operations per frame is kept
+ low, no matter what exactly is done
-persistence
+ store some kind of byte order mark?
- unloaded chunks should be saved to disk and restored when they
- are loaded again
+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
there's a bug where a chunk's model is not updated if its neighbor
changes border light levels
+ I kinda mitigated it a little for direct neighbors during linking, but
+ it still can happen in (hopefully) rare corner cases
+
+ propagation through semi-filled blocks is wonky. I worked around it by
+ having the light propagate into solid blocks, but feels like this
+ could cause some weird behaviours
gravity
profiling indicates that this is not neccessary atm. maybe it will
when there's some more action in the world
- I got a segfault (sadly in release mode, so no sensible trace, but
- it was in ChunkLoader::Update). I suspect it has something to do
- with how chunks are relinked after a near death experience.
-
transparency (blocks and entities)
transparent blocks because awesome