X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=411172d92ab27909b97fb62fa4c444e17e3539a5;hb=bee003d1d375789b6533cfd39c65f6d4478f1966;hp=dfe8332640b9f49a5162c4982b427ebef4e62690;hpb=e065961dc9af7968d734457ce716231bb51807b7;p=blank.git diff --git a/TODO b/TODO index dfe8332..411172d 100644 --- a/TODO +++ b/TODO @@ -40,10 +40,9 @@ 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 - - there seems to be a bug with propagating light across chunk borders + 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? @@ -75,3 +74,9 @@ 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 + +better noise + + current simplex noise implementation repeats itself pretty quickly