X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=f2f557e68f6b3e8721d7a88626d71a4b45ec703b;hb=103ddf2272310a538752342aa97d321567a30239;hp=f71609173beece2997273c375e3493953ae74921;hpb=e4a1425dccd0ba9b106e415dd02809f4308a85ee;p=blank.git diff --git a/doc/todo b/doc/todo index f716091..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 @@ -84,6 +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 @@ -104,12 +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 - also, it fails in some cases + 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