X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=f2f557e68f6b3e8721d7a88626d71a4b45ec703b;hb=103ddf2272310a538752342aa97d321567a30239;hp=921221aa14f9681672023c4ed7480a35eaa3604d;hpb=7354c74fb8f409336db3a6d70455fbc10232ae64;p=blank.git diff --git a/doc/todo b/doc/todo index 921221a..f2f557e 100644 --- a/doc/todo +++ b/doc/todo @@ -20,7 +20,6 @@ font rendering command line more commands pls - and show me their output persistence @@ -44,6 +43,8 @@ networking 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 @@ -77,11 +78,19 @@ 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 + + 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 @@ -103,11 +112,12 @@ world generator that is not boring exploration 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 + 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