X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=7b481da14cf911a5362da38245173d55141a5c3f;hb=6f94235a5b7c140852703e60c8a74760b8b61d99;hp=244e938c259c8283cafa73b09be54cbeba6fb3db;hpb=c877ddd21f402381d88a6bebdd5c7c0b4ac28ba9;p=blank.git diff --git a/TODO b/TODO index 244e938..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 @@ -40,17 +39,22 @@ entity ai (block) lighting - light levels are roughtly implemented. the shader has to be - adjusted so they actually have an impact on the resulting color - - there seems to be a bug with propagating light across chunk borders + 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 @@ -63,6 +67,9 @@ 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 there's some more action in the world + transparency (blocks and entities) transparent blocks because awesome @@ -76,8 +83,8 @@ 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 - also there seems to be a (imo) better implementation here: - http://flafla2.github.io/2014/08/09/perlinnoise.html