X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;fp=TODO;h=a0c8c1dee83a343e53e6fd983be20da62aa431f7;hb=955fbb45dedb570520fc45d2ce69f420bed2ad08;hp=7b481da14cf911a5362da38245173d55141a5c3f;hpb=32909aa3224ec0ed5656721178eb6ad31cd047df;p=blank.git diff --git a/TODO b/TODO index 7b481da..a0c8c1d 100644 --- a/TODO +++ b/TODO @@ -48,6 +48,9 @@ entity ai 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 + gravity maybe like light levels? should also store a direction with it in @@ -70,6 +73,10 @@ chunk traversal profiling indicates that this is not neccessary atm. maybe it will when there's some more action in the world + I got a segfault (sadly in release mode, so no sensible trace, but + it was in ChunkLoader::Update). I suspect it has something to do + with how chunks are relinked after a near death experience. + transparency (blocks and entities) transparent blocks because awesome @@ -81,9 +88,10 @@ world generator that is not boring 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