block placement/removal timers
- currently block placement and removal is instantaneous. it should
- actually take some time to place and remove a block. with
- removal timing depending on the tool used to remove the block
+ removal timing depending on the tool/block combination
+ animation for remove
composite entity animations
(block) lighting
- light levels are roughtly implemented. the shader has to be
- adjusted so they actually have an impact on the resulting color
+ occlusion/neighbor light mixing is implemented, but still linear
+ this could be solved by using a pre-interpolated light texture and
+ mapping light levels to coordinates on that
+
+ there seems to be a bug with adding/removing obstacles...again
+
+ also: how could block light affect entity lighting?
+ maybe get the interpolated light level at the entity's center and use
+ that as the light power for the directional lighting shader and use a
+ direction that's fixed relative to the camera?
gravity
maybe like light levels? should also store a direction with it in
that case. also, global gravity may be a world option.
+ no, per-block gravity vector is most probably too expensive.
+ better have the chunks store a few point masses (maybe blocks that
+ emit gravitation?) and calculate from that
block attributes
maybe the chunk loader should keep an index of interesting, if not
all chunks by position, possibly base-relative
+ profiling indicates that this is not neccessary atm. maybe it will
+ when some more action is in the world
+
transparency (blocks and entities)
transparent blocks because awesome
maybe divide into biomes and add special features like
settlements, ruins, all kinds of interesting stuff
+
+entity/world collision
+
+ entities should be stopped from entering solid parts of the world
+
+ also, current ray/obb intersection test sucks
+
+better noise
+
+ current simplex noise implementation repeats itself pretty quickly