X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=5fc2e9e5f32f0398479bb35030c532bf1d1d0794;hb=37a1465a83e4ac4363ed0d8e0fa1ce5055dd2db4;hp=7b481da14cf911a5362da38245173d55141a5c3f;hpb=6f94235a5b7c140852703e60c8a74760b8b61d99;p=blank.git diff --git a/TODO b/TODO index 7b481da..5fc2e9e 100644 --- a/TODO +++ b/TODO @@ -12,13 +12,14 @@ textures do I need to say anything? :) -command line +font colours - usefull for development and later on world administration + set font fg and bg colour as either uniform or vertex attribute + and lerp between them based on the texture's alpha component -font rendering +command line - mostly for labelled blocks and some ui elements + usefull for development and later on world administration networking @@ -48,6 +49,15 @@ entity ai 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 @@ -81,9 +91,10 @@ 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 + 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