X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=ed9fdce79353570197d9cd9e5d498117b0a29516;hb=4727825186798902f68df5b99a6a32f0ef618454;hp=93b880c8b0ea80f54821098d9eb26e72d19a2453;hpb=8e0cb4f95d87e9e8196ca6aa06dcaeab855b9a2e;p=blank.git diff --git a/doc/todo b/doc/todo index 93b880c..ed9fdce 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 +19,8 @@ font rendering command line - usefull for development and later on world administration + more commands pls + and show me their output persistence @@ -28,16 +29,13 @@ persistence store some kind of byte order mark? -block asset loading +networking - parameterization of chunk generator should be less static/dangerous + definitely needs throttling for the internets -networking + players stats (who's connected, their ping, and game-relevant + things) should be sent to clients - write tests - do some manual testing - some more testing - a little optimization launcher ui @@ -45,19 +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 @@ -67,6 +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 @@ -81,30 +78,42 @@ 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 - current simplex noise implementation repeats itself pretty quickly +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