X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=707491b43c6e3034f6ec6c2bf9738e7aa882f2da;hb=ad9838311295e5104202fe83828b484745f86e92;hp=93b880c8b0ea80f54821098d9eb26e72d19a2453;hpb=8e0cb4f95d87e9e8196ca6aa06dcaeab855b9a2e;p=blank.git diff --git a/doc/todo b/doc/todo index 93b880c..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 @@ -28,10 +28,6 @@ persistence store some kind of byte order mark? -block asset loading - - parameterization of chunk generator should be less static/dangerous - networking write tests @@ -45,7 +41,7 @@ launcher ui entity ai - pathfinding, chase and roam states + pathfinding, obstacle avoidance, better turning behaviour (block) lighting @@ -81,30 +77,46 @@ 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 divide into biomes and add special features like - settlements, ruins, all kinds of interesting stuff + 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 first draft of entity/world collision is implemented it jitters and has some surprising behaviour - finding a spawn point which doesn't put entities in solids is - now a little more crucial. press N if you're in trouble -better noise +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 + 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 + origin (since that's where the usual spawn point will be), but that's + not strictly necessary and might overcomplicate the generation + if all fails, the spawner has to modify the world + 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 - current simplex noise implementation repeats itself pretty quickly + fix segfault at disconnect