X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=7b481da14cf911a5362da38245173d55141a5c3f;hb=0580ff3941fe5f5ea25c96e737edba1541d9271f;hp=69ae48aab80a2a6bcfeddcc01fcaa57fcdc1758e;hpb=3bb8f3a0f09672f6fab657f1af5148273edb0952;p=blank.git diff --git a/TODO b/TODO index 69ae48a..7b481da 100644 --- a/TODO +++ b/TODO @@ -1,8 +1,7 @@ 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 @@ -40,14 +39,22 @@ 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? 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 +64,11 @@ 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 +78,13 @@ 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 + + entities should be stopped from entering solid parts of the world + + also, current ray/obb intersection test sucks + +better noise + + current simplex noise implementation repeats itself pretty quickly