X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=4ae41cc5b0439b723a00ebe1f469f6f6692bb48f;hb=38a4cffc0b6aa58e49d24c06aad7bee14cb6515d;hp=057b7359385a55917da083adbb8ae2df18fdfa1b;hpb=ede25c0a2f59e21521d1cd962e6ea9d78169ca12;p=blank.git diff --git a/TODO b/TODO index 057b735..4ae41cc 100644 --- a/TODO +++ b/TODO @@ -8,10 +8,6 @@ composite entity animations complex entities are made up of part which have their own local transform that can be animated (like e.g. an arm or head) -textures - - okay, now I need a better solution for the crosshair ^^ - font rendering with background now being a thing, a padding might be nice @@ -25,11 +21,6 @@ command line usefull for development and later on world administration -audio - - do the sources thing right™ - (or at least in a way that it doesn't error out on shutdown :P ) - persistence merge IO counters, so number of operations per frame is kept @@ -39,16 +30,15 @@ persistence block asset loading - block type loader can determine which textures are needed in the array - it should compose a map while loading, assigning an ID to each - individual texture and after all types are loaded, load the appropriate - textures into the array - - also, parameterization of chunk generator should be less static/dangerous + parameterization of chunk generator should be less static/dangerous networking - exchange of chunks and entities + write tests + do some manual testing + some more testing + a little optimization + and give players an appearance as well ^^ launcher ui