complex entities are made up of part which have their own local
transform that can be animated (like e.g. an arm or head)
-textures
-
- okay, now I need a better solution for the crosshair ^^
-
font rendering
with background now being a thing, a padding might be nice
usefull for development and later on world administration
-audio
-
- do the sources thing rightâ„¢
- (or at least in a way that it doesn't error out on shutdown :P )
-
persistence
merge IO counters, so number of operations per frame is kept
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
+ parameterization of chunk generator should be less static/dangerous
networking
- exchange of chunks and entities
+ write tests
+ do some manual testing
+ some more testing
+ a little optimization
+ and give players an appearance as well ^^
launcher ui