X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=ed9fdce79353570197d9cd9e5d498117b0a29516;hb=4727825186798902f68df5b99a6a32f0ef618454;hp=2c54c10065cddbc52980230e7efa31d3d0d12645;hpb=cc9dff5e7a6c1c04af1e13fa99d5eb821cabf7ef;p=blank.git diff --git a/doc/todo b/doc/todo index 2c54c10..ed9fdce 100644 --- a/doc/todo +++ b/doc/todo @@ -19,7 +19,8 @@ font rendering command line - useful for development and later on world administration + more commands pls + and show me their output persistence @@ -30,10 +31,11 @@ persistence networking - write tests - do some manual testing - some more testing - a little optimization + definitely needs throttling for the internets + + players stats (who's connected, their ping, and game-relevant + things) should be sent to clients + launcher ui @@ -41,19 +43,14 @@ launcher ui entity ai - pathfinding, chase and roam states + pathfinding, obstacle avoidance, 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 @@ -63,6 +60,10 @@ 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