X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=3be38058594b8fb738fe114de66e369f91f7b85d;hb=3185bad87c06739e4ec19b456c7158437ba9621f;hp=21bf7ae708beb3704f35baba438c2ff6241dfd48;hpb=69d1bc83f472e8fe5b9b16b72ca5c840d8f75123;p=blank.git diff --git a/doc/todo b/doc/todo index 21bf7ae..3be3805 100644 --- a/doc/todo +++ b/doc/todo @@ -103,19 +103,22 @@ world generator that is not boring exploration biomes seem too small, maybe that will become easier to tune when there's a little more diversity between them + chunk generation takes too long, it's incredibly annoying should look into speeding it up and executing on a different thread compute shaders might be another approach, though that would require opengl 4.3, block the gpu, and generally doesn't lend itself well to threading (cpu wise). It also requires servers to load GL. maybe not such a great idea after all + using interpolation between samples of simplex noise now (big thanks + to notch ;) ), I'll see how that fares or can be tweaked spawning need a way to find a suitable location to spawn new players in I imagine a "random block" function of ChunkIndex could be nice (also for use with the AI spawner) - also, finding a spawn position for a player must no fail. after a + also, finding a spawn position for a player must not fail. after a certain number of tries, the world must change to safely accomodate the player. chunk generation could be adjusted to make a little more room near the