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
persistence
- add world shutdown state to save dirty chunks when exiting
+ merge IO counters, so number of operations per frame is kept
+ low, no matter what exactly is done
store some kind of byte order mark?
+block asset loading
+
+ 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
launcher ui