X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=33a5c8de0e9bfbb26ab7e204c46ba9767158aab9;hb=5cd73a8f2b40e59ec13aa2a6af33bc8e2a6b9a6c;hp=7b481da14cf911a5362da38245173d55141a5c3f;hpb=6f94235a5b7c140852703e60c8a74760b8b61d99;p=blank.git diff --git a/TODO b/TODO index 7b481da..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 @@ -48,6 +55,15 @@ 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 @@ -81,9 +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