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
+
+ with background now being a thing, a padding might be nice
+ that or maybe separate bg from fg rendering
- do I need to say anything? :)
+ it may also be feasible to get rid of SDL_ttf and use freetype
+ directly to eliminate the unneccessary surface creation
+ ftgl might also be worth looking at
command line
usefull for development and later on world administration
-font rendering
+persistence
- mostly for labelled blocks and some ui elements
+ merge IO counters, so number of operations per frame is kept
+ low, no matter what exactly is done
-networking
+ store some kind of byte order mark?
- exchange of chunks and entities
+block asset loading
-persistence
+ parameterization of chunk generator should be less static/dangerous
- unloaded chunks should be saved to disk and restored when they
- are loaded again
+networking
+
+ exchange of chunks and entities
launcher ui
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?
+ there's a bug where a chunk's model is not updated if its neighbor
+ changes border light levels
+ I kinda mitigated it a little for direct neighbors during linking, but
+ it still can happen in (hopefully) rare corner cases
+
+ propagation through semi-filled blocks is wonky. I worked around it by
+ having the light propagate into solid blocks, but feels like this
+ could cause some weird behaviours
+
gravity
maybe like light levels? should also store a direction with it in
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
+ when there's some more action in the world
transparency (blocks and entities)
entity/world collision
- entities should be stopped from entering solid parts of the world
-
- also, current ray/obb intersection test sucks
+ first draft of entity/world collision is implemented
+ it jitters and has some surprising behaviour
+ finding a spawn point which doesn't put entities in solids is
+ now a little more crucial. press N if you're in trouble
better noise