X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;fp=TODO;h=0000000000000000000000000000000000000000;hb=8e0cb4f95d87e9e8196ca6aa06dcaeab855b9a2e;hp=93b880c8b0ea80f54821098d9eb26e72d19a2453;hpb=2e3774eb3f2d5d23a08731175b168566457e2192;p=blank.git diff --git a/TODO b/TODO deleted file mode 100644 index 93b880c..0000000 --- a/TODO +++ /dev/null @@ -1,110 +0,0 @@ -block placement/removal timers - - removal timing depending on the tool/block combination - animation for remove - -composite entity animations - - complex entities are made up of part which have their own local - transform that can be animated (like e.g. an arm or head) - -font rendering - - 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 - ftgl might also be worth looking at - -command line - - usefull for development and later on world administration - -persistence - - 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 - - write tests - do some manual testing - some more testing - a little optimization - -launcher ui - - select or create a world with configurable parameters - -entity ai - - pathfinding, chase and roam states - -(block) lighting - - 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? - 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 - 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 - - when blocks are not just a solid rock of color, attributes may - become interesting. like labels on signs and contents of - containers - -chunk traversal - - 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 there's some more action in the world - -transparency (blocks and entities) - - transparent blocks because awesome - -world generator that is not boring - - maybe divide into biomes and add special features like - settlements, ruins, all kinds of interesting stuff - -entity/world collision - - 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 - - current simplex noise implementation repeats itself pretty quickly