X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=33a5c8de0e9bfbb26ab7e204c46ba9767158aab9;hb=5cd73a8f2b40e59ec13aa2a6af33bc8e2a6b9a6c;hp=e7b2f8f3b76e6157c6fba72f85b798e04f85ee92;hpb=282d731ea8f10342efa82012028de7043b3dd639;p=blank.git diff --git a/TODO b/TODO index e7b2f8f..33a5c8d 100644 --- a/TODO +++ b/TODO @@ -10,20 +10,31 @@ 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 -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? + +networking - unloaded chunks should be saved to disk and restored when they - are loaded again + exchange of chunks and entities launcher ui @@ -49,6 +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 @@ -71,10 +86,6 @@ chunk traversal profiling indicates that this is not neccessary atm. maybe it will when there's some more action in the world - I got a segfault (sadly in release mode, so no sensible trace, but - it was in ChunkLoader::Update). I suspect it has something to do - with how chunks are relinked after a near death experience. - transparency (blocks and entities) transparent blocks because awesome