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
- lighting via light emitting blocks and brightness from the
- manhattan distance to a light source. light levels should be
- cached with each block and only recalculated on update
+ 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
+
+ also: how could block light affect entity lighting?
gravity
chunk traversal
- going from one chunk to the neighboring is highly wasteful as of
- now. each chunk should have links to its neighbours. also, maybe
- the chunk loader should keep an index of interesting, if not all
- chunks by position, possibly base-relative
+ maybe the chunk loader should keep an index of interesting, if not
+ all chunks by position, possibly base-relative
transparency (blocks and entities)
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