X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=057b7359385a55917da083adbb8ae2df18fdfa1b;hb=ede25c0a2f59e21521d1cd962e6ea9d78169ca12;hp=8ee6ef25c4a9753a1927abd55b75d19e50a57f35;hpb=f2f254f8d576b48fde9305c3d2927552d1d4c20d;p=blank.git diff --git a/TODO b/TODO index 8ee6ef2..057b735 100644 --- a/TODO +++ b/TODO @@ -10,24 +10,45 @@ composite entity animations textures - do I need to say anything? :) + okay, now I need a better solution for the crosshair ^^ + +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 -font rendering +audio - mostly for labelled blocks and some ui elements + do the sources thing right™ + (or at least in a way that it doesn't error out on shutdown :P ) -networking +persistence - exchange of chunks and entities + merge IO counters, so number of operations per frame is kept + low, no matter what exactly is done -persistence + store some kind of byte order mark? - unloaded chunks should be saved to disk and restored when they - are loaded again +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 @@ -48,6 +69,15 @@ 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 + 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 @@ -68,7 +98,7 @@ chunk traversal 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) @@ -81,9 +111,10 @@ 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