X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=057b7359385a55917da083adbb8ae2df18fdfa1b;hb=ede25c0a2f59e21521d1cd962e6ea9d78169ca12;hp=5fc2e9e5f32f0398479bb35030c532bf1d1d0794;hpb=695918769a616db82dbebb987ea91f3204dee8a9;p=blank.git diff --git a/TODO b/TODO index 5fc2e9e..057b735 100644 --- a/TODO +++ b/TODO @@ -10,25 +10,45 @@ composite entity animations textures - do I need to say anything? :) + okay, now I need a better solution for the crosshair ^^ -font colours +font rendering - set font fg and bg colour as either uniform or vertex attribute - and lerp between them based on the texture's alpha component + 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 -networking +audio - exchange of chunks and entities + do the sources thing right™ + (or at least in a way that it doesn't error out on shutdown :P ) persistence - unloaded chunks should be saved to disk and restored when they - are loaded again + 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 + + block type loader can determine which textures are needed in the array + it should compose a map while loading, assigning an ID to each + individual texture and after all types are loaded, load the appropriate + textures into the array + + also, parameterization of chunk generator should be less static/dangerous + +networking + + exchange of chunks and entities launcher ui