X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=bbf432c5b1be2b8e7dd3a80990b278c8d06ae1a2;hb=63e9bcbd2db058858777f5db96f24f02548115c7;hp=39cb8a743b85e205ca30d3b9846aafc3ff44ed33;hpb=c1c0d8c3c10a25002adccf7a977f05a57c4aa3a0;p=blank.git diff --git a/doc/todo b/doc/todo index 39cb8a7..bbf432c 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 +39,13 @@ 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) + + make a chunk data counting a little safer + threading (clientside) networking and disk IO are prime candidates for threading @@ -69,11 +79,10 @@ lighting gravity - maybe like light levels? should also store a direction with it in - that case. also, global gravity may be a world option. - no, per-block gravity vector is most probably too expensive. - better have the chunks store a few point masses (maybe blocks that - emit gravitation?) and calculate from that + 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 @@ -96,11 +105,6 @@ 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 - spawning need a way to find a suitable location to spawn new players in