X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=4ae41cc5b0439b723a00ebe1f469f6f6692bb48f;hb=b050d119839ef95e7275c6c6cd21ee497dbf2a2a;hp=69ae48aab80a2a6bcfeddcc01fcaa57fcdc1758e;hpb=3bb8f3a0f09672f6fab657f1af5148273edb0952;p=blank.git diff --git a/TODO b/TODO index 69ae48a..4ae41cc 100644 --- a/TODO +++ b/TODO @@ -1,34 +1,44 @@ block placement/removal timers - currently block placement and removal is instantaneous. it should - actually take some time to place and remove a block. with - removal timing depending on the tool used to remove the block + removal timing depending on the tool/block combination + animation for remove 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 @@ -40,14 +50,31 @@ entity ai (block) lighting - lighting via light emitting blocks and brightness from the - manhattan distance to a light source. light levels should be - cached with each block and only recalculated on update + 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? + maybe get the interpolated light level at the entity's center and use + that as the light power for the directional lighting shader and use a + direction that's fixed relative to the camera? + + there's a bug where a chunk's model is not updated if its neighbor + changes border light levels + 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 that case. also, global gravity may be a world option. + no, per-block gravity vector is most probably too expensive. + better have the chunks store a few point masses (maybe blocks that + emit gravitation?) and calculate from that block attributes @@ -57,10 +84,11 @@ block attributes chunk traversal - going from one chunk to the neighboring is highly wasteful as of - now. each chunk should have links to its neighbours. also, maybe - the chunk loader should keep an index of interesting, if not all - chunks by position, possibly base-relative + maybe the chunk loader should keep an index of interesting, if not + all chunks by position, possibly base-relative + + profiling indicates that this is not neccessary atm. maybe it will + when there's some more action in the world transparency (blocks and entities) @@ -70,3 +98,14 @@ 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 + + first draft of entity/world collision is implemented + it jitters and has some surprising behaviour + finding a spawn point which doesn't put entities in solids is + now a little more crucial. press N if you're in trouble + +better noise + + current simplex noise implementation repeats itself pretty quickly