X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=8cea29221b5cc7ee94086e8b4cd359a655ac2b9b;hb=50f35affb16c78bd3d0b420f5ba37d74fcac391f;hp=7b481da14cf911a5362da38245173d55141a5c3f;hpb=6f94235a5b7c140852703e60c8a74760b8b61d99;p=blank.git diff --git a/TODO b/TODO index 7b481da..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 + +command line - mostly for labelled blocks and some ui elements + usefull for development and later on world administration networking @@ -48,6 +53,15 @@ 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 +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