X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=411172d92ab27909b97fb62fa4c444e17e3539a5;hb=bee003d1d375789b6533cfd39c65f6d4478f1966;hp=69ae48aab80a2a6bcfeddcc01fcaa57fcdc1758e;hpb=3bb8f3a0f09672f6fab657f1af5148273edb0952;p=blank.git diff --git a/TODO b/TODO index 69ae48a..411172d 100644 --- a/TODO +++ b/TODO @@ -40,9 +40,11 @@ entity ai (block) lighting - lighting via light emitting blocks and brightness from the - manhattan distance to a light source. light levels should be - cached with each block and only recalculated on update + occlusion/neighbor light mixing is implemented, but still linear + this could be solved by using a pre-interpolated light texture and + mapping light levels to coordinates on that + + also: how could block light affect entity lighting? gravity @@ -57,10 +59,8 @@ block attributes chunk traversal - going from one chunk to the neighboring is highly wasteful as of - now. each chunk should have links to its neighbours. also, maybe - the chunk loader should keep an index of interesting, if not all - chunks by position, possibly base-relative + maybe the chunk loader should keep an index of interesting, if not + all chunks by position, possibly base-relative transparency (blocks and entities) @@ -70,3 +70,13 @@ world generator that is not boring maybe divide into biomes and add special features like settlements, ruins, all kinds of interesting stuff + +entity/world collision + + entities should be stopped from entering solid parts of the world + + also, current ray/obb intersection test sucks + +better noise + + current simplex noise implementation repeats itself pretty quickly