X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=6234fd0464048c6a29ac103210758c7377f0c6de;hb=b7d09e1e35ef90282c97509e0020b20db3c7ea9f;hp=926a35516e4ed01b3d455ce7be77d163affd099e;hpb=83ed3de28841d1eecfca39ff540e804cf6809b32;p=blank.git diff --git a/TODO b/TODO index 926a355..6234fd0 100644 --- a/TODO +++ b/TODO @@ -43,12 +43,20 @@ entity ai this could be solved by using a pre-interpolated light texture and mapping light levels to coordinates on that + there seems to be a bug with adding/removing obstacles...again + 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? 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 @@ -61,6 +69,9 @@ chunk traversal 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 some more action is in the world + transparency (blocks and entities) transparent blocks because awesome