X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=ed9fdce79353570197d9cd9e5d498117b0a29516;hb=4727825186798902f68df5b99a6a32f0ef618454;hp=c6a3808160d9b05ce0e95cff091760c58716bc04;hpb=10a310869c61cc52046e165f36ac9639fe9d0c69;p=blank.git diff --git a/doc/todo b/doc/todo index c6a3808..ed9fdce 100644 --- a/doc/todo +++ b/doc/todo @@ -45,17 +45,12 @@ entity ai 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 @@ -65,6 +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