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
+font rendering
- do I need to say anything? :)
-
-font colours
-
- 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
usefull for development and later on world administration
-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?
+
+block asset loading
+
+ parameterization of chunk generator should be less static/dangerous
+
+networking
- unloaded chunks should be saved to disk and restored when they
- are loaded again
+ write tests
+ do some manual testing
+ some more testing
+ a little optimization
+ and give players an appearance as well ^^
launcher ui