X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=3be38058594b8fb738fe114de66e369f91f7b85d;hb=bc35c2b12391c30c86ab8b713f456c7d8a5d701d;hp=9df0ec47c2a0f193161f0b910ec79c923dc64d07;hpb=fa3c4a14546d73ddc2671cd5cc58208839bf7173;p=blank.git diff --git a/doc/todo b/doc/todo index 9df0ec4..3be3805 100644 --- a/doc/todo +++ b/doc/todo @@ -104,12 +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 + 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