X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=4ae41cc5b0439b723a00ebe1f469f6f6692bb48f;hb=38a4cffc0b6aa58e49d24c06aad7bee14cb6515d;hp=4025ad59c5c8cc5c367a6085c8e5de80e8d363d5;hpb=19dfd78d4269d56bd34ab72f6b701be9f84b9719;p=blank.git diff --git a/TODO b/TODO index 4025ad5..4ae41cc 100644 --- a/TODO +++ b/TODO @@ -8,26 +8,37 @@ 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 +font rendering + + with background now being a thing, a padding might be nice + that or maybe separate bg from fg rendering - do I need to say anything? :) + 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 -font rendering +persistence - mostly for labelled blocks and some ui elements + merge IO counters, so number of operations per frame is kept + low, no matter what exactly is done -networking + store some kind of byte order mark? - exchange of chunks and entities +block asset loading -persistence + parameterization of chunk generator should be less static/dangerous + +networking - unloaded chunks should be saved to disk and restored when they - are loaded again + write tests + do some manual testing + some more testing + a little optimization + and give players an appearance as well ^^ launcher ui @@ -53,6 +64,10 @@ 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 @@ -75,10 +90,6 @@ 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