X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=8cea29221b5cc7ee94086e8b4cd359a655ac2b9b;hb=50f35affb16c78bd3d0b420f5ba37d74fcac391f;hp=6234fd0464048c6a29ac103210758c7377f0c6de;hpb=b7d09e1e35ef90282c97509e0020b20db3c7ea9f;p=blank.git diff --git a/TODO b/TODO index 6234fd0..8cea292 100644 --- a/TODO +++ b/TODO @@ -12,13 +12,18 @@ textures do I need to say anything? :) -command line +font rendering - usefull for development and later on world administration + with background now being a thing, a padding might be nice + that or maybe separate bg from fg rendering -font rendering + 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 - mostly for labelled blocks and some ui elements +command line + + usefull for development and later on world administration networking @@ -43,13 +48,20 @@ 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? + 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 @@ -70,7 +82,7 @@ chunk traversal 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 + when there's some more action in the world transparency (blocks and entities) @@ -83,9 +95,10 @@ 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