X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=411172d92ab27909b97fb62fa4c444e17e3539a5;hb=bee003d1d375789b6533cfd39c65f6d4478f1966;hp=b7b614b2038c9885d4822868ccec5e8fd76ae98e;hpb=5756512831c0ebd625dd2a58233c7653ebe3c2ba;p=blank.git diff --git a/TODO b/TODO index b7b614b..411172d 100644 --- a/TODO +++ b/TODO @@ -40,8 +40,11 @@ entity ai (block) lighting - light levels are roughtly implemented. the shader has to be - adjusted so they actually have an impact on the resulting color + 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 @@ -67,3 +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