X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=3be38058594b8fb738fe114de66e369f91f7b85d;hb=fda38181732e58537331c919dd699eaa830ead50;hp=2de96bd057cf19454ddcd24c1e798a5976a84de9;hpb=b94a7dc7daad9ae9be90a39d723e332dae375325;p=blank.git diff --git a/doc/todo b/doc/todo index 2de96bd..3be3805 100644 --- a/doc/todo +++ b/doc/todo @@ -103,15 +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