X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=4bbfb7dc5930f3874415114c2c8d5c4a1ddd2832;hb=5a5b12ae26b832dd8493be2d30f97d14aee2268c;hp=1b7d9b01802bd504521b68e7086cf10f43b4a07a;hpb=ed3bdc028edc0ecb5835d1c0bf18dbc59b342daf;p=blank.git diff --git a/doc/todo b/doc/todo index 1b7d9b0..4bbfb7d 100644 --- a/doc/todo +++ b/doc/todo @@ -20,7 +20,6 @@ font rendering command line more commands pls - and show me their output persistence @@ -44,6 +43,8 @@ networking 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 @@ -79,6 +80,8 @@ gravity 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 @@ -101,10 +104,14 @@ 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 - - I don't like the force/spring based collision response, maybe revert - back to impulses + 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