X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=3be38058594b8fb738fe114de66e369f91f7b85d;hb=ac8bea15a3a4f04a0221adb922f183f83db5ae27;hp=ed9fdce79353570197d9cd9e5d498117b0a29516;hpb=b4e5dad2ed5c7e77573de413f3bf5be88577856d;p=blank.git diff --git a/doc/todo b/doc/todo index ed9fdce..3be3805 100644 --- a/doc/todo +++ b/doc/todo @@ -20,7 +20,6 @@ font rendering command line more commands pls - and show me their output persistence @@ -29,6 +28,9 @@ persistence store some kind of byte order mark? + world and player names should be normalized so they can safely + be used in path names + networking definitely needs throttling for the internets @@ -36,6 +38,16 @@ networking players stats (who's connected, their ping, and game-relevant things) should be sent to clients + some method for authenticating a player might be nice + + maybe stale and inexistent chunks should be visualized (e.g. by + drawing a semi-transparent box around them) + + make a chunk data counting a little safer + +threading + + (clientside) networking and disk IO are prime candidates for threading launcher ui @@ -43,7 +55,7 @@ launcher ui entity ai - pathfinding, obstacle avoidance, better turning behaviour + pathfinding, better turning behaviour lighting @@ -66,11 +78,10 @@ lighting gravity - maybe like light levels? should also store a direction with it in - that case. also, global gravity may be a world option. - no, per-block gravity vector is most probably too expensive. - better have the chunks store a few point masses (maybe blocks that - emit gravitation?) and calculate from that + now implemented as optional gravity emitter per block type + let's see how that pans out + maybe players should be given the option to switch between + walk and fly mode block attributes @@ -93,17 +104,21 @@ world generator that is not boring biomes seem too small, maybe that will become easier to tune when there's a little more diversity between them -entity/world collision - - first draft of entity/world collision is implemented - it jitters and has some surprising behaviour + 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 @@ -117,3 +132,15 @@ spawning sprite/particle system these could help make the world seem more alive + +items + + items representing both blocks and non-blocks (such as tools, weapons, + armor), with a simpler physics simulation than entities, much like the + one for particles + they can be picked up by entities, so those should have one or more parts + in their skeleton to render them when they're "held" + players' inventories have to be changed so they select an item rather + than a block + item IDs could be the block ID for blocks, and anything from 2^16 up for + non-blocks