X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=f2f557e68f6b3e8721d7a88626d71a4b45ec703b;hb=103ddf2272310a538752342aa97d321567a30239;hp=2de96bd057cf19454ddcd24c1e798a5976a84de9;hpb=b94a7dc7daad9ae9be90a39d723e332dae375325;p=blank.git diff --git a/doc/todo b/doc/todo index 2de96bd..f2f557e 100644 --- a/doc/todo +++ b/doc/todo @@ -83,6 +83,15 @@ gravity maybe players should be given the option to switch between walk and fly mode + I had a NaN position while experimenting with (directional) gravity + blocks recently. I checked the gravity code and it seems solid, so + might be something I overlooked or, what more probable, it triggered + some NaN condition in the collision code. Needs investigating + + This may be related to the HUD locking on an entity. If the entity is + teleported to a NaN position, the ray intersection test could give a + false positive. + block attributes when blocks are not just a solid rock of color, attributes may @@ -105,6 +114,10 @@ world generator that is not boring there's a little more diversity between them chunk generation takes too long, it's incredibly annoying should look into speeding it up and executing on a different thread + compute shaders might be another approach, though that would require + opengl 4.3, block the gpu, and generally doesn't lend itself well to + threading (cpu wise). It also requires servers to load GL. maybe not + such a great idea after all spawning