X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=f3c43c6460254048b980a0d0c887da130c0d967b;hb=31a26883ebb253e9a73686b1cb0699b53884885e;hp=e7b2f8f3b76e6157c6fba72f85b798e04f85ee92;hpb=282d731ea8f10342efa82012028de7043b3dd639;p=blank.git diff --git a/TODO b/TODO index e7b2f8f..f3c43c6 100644 --- a/TODO +++ b/TODO @@ -10,7 +10,16 @@ composite entity animations textures - do I need to say anything? :) + okay, now I need a better solution for the crosshair ^^ + +font rendering + + with background now being a thing, a padding might be nice + that or maybe separate bg from fg 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 @@ -49,6 +58,10 @@ entity ai 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 @@ -71,10 +84,6 @@ chunk traversal profiling indicates that this is not neccessary atm. maybe it will when there's some more action in the world - I got a segfault (sadly in release mode, so no sensible trace, but - it was in ChunkLoader::Update). I suspect it has something to do - with how chunks are relinked after a near death experience. - transparency (blocks and entities) transparent blocks because awesome