X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=707491b43c6e3034f6ec6c2bf9738e7aa882f2da;hb=ad9838311295e5104202fe83828b484745f86e92;hp=1cf7ed0a738932b89d25d8830663b557556a35b1;hpb=5178dd1e226d45db7ae61e3d7d6866dc4254d9ae;p=blank.git diff --git a/doc/todo b/doc/todo index 1cf7ed0..707491b 100644 --- a/doc/todo +++ b/doc/todo @@ -5,7 +5,7 @@ block placement/removal timers composite entity animations - complex entities are made up of part which have their own local + complex entities are made up of parts which have their own local transform that can be animated (like e.g. an arm or head) font rendering @@ -19,7 +19,7 @@ font rendering command line - usefull for development and later on world administration + useful for development and later on world administration persistence @@ -41,7 +41,7 @@ launcher ui entity ai - pathfinding, chase and roam states + pathfinding, obstacle avoidance, better turning behaviour (block) lighting @@ -77,23 +77,20 @@ block attributes become interesting. like labels on signs and contents of containers -chunk traversal - - maybe the chunk loader should keep an index of interesting, if not - all chunks by position, possibly base-relative - - profiling indicates that this is not neccessary atm. maybe it will - when there's some more action in the world - transparency (blocks and entities) transparent blocks because awesome world generator that is not boring - maybe store a min/max solidity, humidity, temperature, rarity, etc. - for each block type (with the option to deactivate generation - altogether) and use different noise overlays for each + well, it's different + still needs way more block types and structure generation + a minimum distance from origin could be interesting as well, to ensure + the spawn vicinity doesn't contain bloks with would be useless at the + beginning (if there even is such a thing), also it would encourage + exploration + biomes seem too small, maybe that will become easier to tune when + there's a little more diversity between them entity/world collision @@ -115,3 +112,11 @@ spawning how much space has to be cleared and how to make sure the spawning space connects to "open space" I don't know yet, it's all a little fuzzy anyway + +sprite/particle system + + these could help make the world seem more alive + +server + + fix segfault at disconnect