X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=921221aa14f9681672023c4ed7480a35eaa3604d;hb=33a9e73a4f9ed21c59a321fedeb4277318531abe;hp=c6a3808160d9b05ce0e95cff091760c58716bc04;hpb=10a310869c61cc52046e165f36ac9639fe9d0c69;p=blank.git diff --git a/doc/todo b/doc/todo index c6a3808..921221a 100644 --- a/doc/todo +++ b/doc/todo @@ -29,6 +29,9 @@ persistence store some kind of byte order mark? + world and player names should be normalized so they can safely + be used in path names + networking definitely needs throttling for the internets @@ -36,6 +39,14 @@ networking players stats (who's connected, their ping, and game-relevant things) should be sent to clients + some method for authenticating a player might be nice + + maybe stale and inexistent chunks should be visualized (e.g. by + drawing a semi-transparent box around them) + +threading + + (clientside) networking and disk IO are prime candidates for threading launcher ui @@ -43,19 +54,14 @@ launcher ui entity ai - pathfinding, obstacle avoidance, better turning behaviour + pathfinding, better turning behaviour -(block) lighting +lighting occlusion/neighbor light mixing is implemented, but still linear this could be solved by using a pre-interpolated light texture and mapping light levels to coordinates on that - also: how could block light affect entity lighting? - maybe get the interpolated light level at the entity's center and use - that as the light power for the directional lighting shader and use a - direction that's fixed relative to the camera? - there's a bug where a chunk's model is not updated if its neighbor changes border light levels I kinda mitigated it a little for direct neighbors during linking, but @@ -65,6 +71,10 @@ entity ai having the light propagate into solid blocks, but feels like this could cause some weird behaviours + entity lighting is now derived from block light levels + it's not interpolated and the calculation is very basic, so it + has some unexpected effects + gravity maybe like light levels? should also store a direction with it in @@ -96,8 +106,8 @@ world generator that is not boring entity/world collision - first draft of entity/world collision is implemented - it jitters and has some surprising behaviour + I don't like the force/spring based collision response, maybe revert + back to impulses spawning @@ -118,3 +128,15 @@ spawning sprite/particle system these could help make the world seem more alive + +items + + items representing both blocks and non-blocks (such as tools, weapons, + armor), with a simpler physics simulation than entities, much like the + one for particles + they can be picked up by entities, so those should have one or more parts + in their skeleton to render them when they're "held" + players' inventories have to be changed so they select an item rather + than a block + item IDs could be the block ID for blocks, and anything from 2^16 up for + non-blocks