X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=4ae41cc5b0439b723a00ebe1f469f6f6692bb48f;hb=38a4cffc0b6aa58e49d24c06aad7bee14cb6515d;hp=5fc2e9e5f32f0398479bb35030c532bf1d1d0794;hpb=695918769a616db82dbebb987ea91f3204dee8a9;p=blank.git diff --git a/TODO b/TODO index 5fc2e9e..4ae41cc 100644 --- a/TODO +++ b/TODO @@ -8,27 +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 - do I need to say anything? :) + with background now being a thing, a padding might be nice + that or maybe separate bg from fg rendering -font colours - - set font fg and bg colour as either uniform or vertex attribute - and lerp between them based on the texture's alpha component + 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 -networking +persistence - exchange of chunks and entities + merge IO counters, so number of operations per frame is kept + low, no matter what exactly is done -persistence + store some kind of byte order mark? + +block asset loading + + 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