X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=33a5c8de0e9bfbb26ab7e204c46ba9767158aab9;hb=5cd73a8f2b40e59ec13aa2a6af33bc8e2a6b9a6c;hp=7e52a23ba4b940e4b9bab1bc13a8474ac3a15f39;hpb=46b18a88fdda816f3c2c547aba68b0a5ea7970f7;p=blank.git diff --git a/TODO b/TODO index 7e52a23..33a5c8d 100644 --- a/TODO +++ b/TODO @@ -10,25 +10,31 @@ 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 +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 +networking + + exchange of chunks and entities launcher ui @@ -54,6 +60,10 @@ entity ai 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