X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=fffc6dedce77407f8db9a4f82884d05ec82bc8a4;hb=65dbb0391afb6867bd9b388c6351b947a022abad;hp=a0c8c1dee83a343e53e6fd983be20da62aa431f7;hpb=955fbb45dedb570520fc45d2ce69f420bed2ad08;p=blank.git diff --git a/TODO b/TODO index a0c8c1d..fffc6de 100644 --- a/TODO +++ b/TODO @@ -10,24 +10,40 @@ 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 usefull for development and later on world administration -font rendering +audio - mostly for labelled blocks and some ui elements + do the sources thing right™ + (or at least in a way that it doesn't error out on shutdown :P ) -networking +persistence - exchange of chunks and entities + merge IO counters, so number of operations per frame is kept + low, no matter what exactly is done -persistence + store some kind of byte order mark? + +block asset loading + + parameterization of chunk generator should be less static/dangerous + +networking - unloaded chunks should be saved to disk and restored when they - are loaded again + exchange of chunks and entities launcher ui @@ -50,6 +66,12 @@ entity ai 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 @@ -73,10 +95,6 @@ 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