X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=33a5c8de0e9bfbb26ab7e204c46ba9767158aab9;hb=5cd73a8f2b40e59ec13aa2a6af33bc8e2a6b9a6c;hp=6234fd0464048c6a29ac103210758c7377f0c6de;hpb=b7d09e1e35ef90282c97509e0020b20db3c7ea9f;p=blank.git diff --git a/TODO b/TODO index 6234fd0..33a5c8d 100644 --- a/TODO +++ b/TODO @@ -10,25 +10,32 @@ 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 +persistence + + merge IO counters, so number of operations per frame is kept + low, no matter what exactly is done - mostly for labelled blocks and some ui elements + store some kind of byte order mark? networking exchange of chunks and entities -persistence - - unloaded chunks should be saved to disk and restored when they - are loaded again - launcher ui select or create a world with configurable parameters @@ -43,13 +50,20 @@ entity ai 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 @@ -70,7 +84,7 @@ 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) @@ -83,9 +97,10 @@ 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