X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=f71609173beece2997273c375e3493953ae74921;hb=e4a1425dccd0ba9b106e415dd02809f4308a85ee;hp=39cb8a743b85e205ca30d3b9846aafc3ff44ed33;hpb=c1c0d8c3c10a25002adccf7a977f05a57c4aa3a0;p=blank.git diff --git a/doc/todo b/doc/todo index 39cb8a7..f716091 100644 --- a/doc/todo +++ b/doc/todo @@ -29,6 +29,9 @@ persistence store some kind of byte order mark? + world and player names should be normalized so they can safely + be used in path names + networking definitely needs throttling for the internets @@ -36,6 +39,13 @@ networking players stats (who's connected, their ping, and game-relevant things) should be sent to clients + some method for authenticating a player might be nice + + 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 @@ -69,11 +79,10 @@ 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 block attributes @@ -100,6 +109,7 @@ entity/world collision I don't like the force/spring based collision response, maybe revert back to impulses + also, it fails in some cases spawning