1 block placement/removal timers
3 removal timing depending on the tool/block combination
6 composite entity animations
8 complex entities are made up of part which have their own local
9 transform that can be animated (like e.g. an arm or head)
13 okay, now I need a better solution for the crosshair ^^
17 with background now being a thing, a padding might be nice
18 that or maybe separate bg from fg rendering
20 it may also be feasible to get rid of SDL_ttf and use freetype
21 directly to eliminate the unneccessary surface creation
22 ftgl might also be worth looking at
26 usefull for development and later on world administration
30 add world shutdown state to save dirty chunks when exiting
32 store some kind of byte order mark?
36 exchange of chunks and entities
40 select or create a world with configurable parameters
44 pathfinding, chase and roam states
48 occlusion/neighbor light mixing is implemented, but still linear
49 this could be solved by using a pre-interpolated light texture and
50 mapping light levels to coordinates on that
52 also: how could block light affect entity lighting?
53 maybe get the interpolated light level at the entity's center and use
54 that as the light power for the directional lighting shader and use a
55 direction that's fixed relative to the camera?
57 there's a bug where a chunk's model is not updated if its neighbor
58 changes border light levels
59 I kinda mitigated it a little for direct neighbors during linking, but
60 it still can happen in (hopefully) rare corner cases
62 propagation through semi-filled blocks is wonky. I worked around it by
63 having the light propagate into solid blocks, but feels like this
64 could cause some weird behaviours
68 maybe like light levels? should also store a direction with it in
69 that case. also, global gravity may be a world option.
70 no, per-block gravity vector is most probably too expensive.
71 better have the chunks store a few point masses (maybe blocks that
72 emit gravitation?) and calculate from that
76 when blocks are not just a solid rock of color, attributes may
77 become interesting. like labels on signs and contents of
82 maybe the chunk loader should keep an index of interesting, if not
83 all chunks by position, possibly base-relative
85 profiling indicates that this is not neccessary atm. maybe it will
86 when there's some more action in the world
88 transparency (blocks and entities)
90 transparent blocks because awesome
92 world generator that is not boring
94 maybe divide into biomes and add special features like
95 settlements, ruins, all kinds of interesting stuff
97 entity/world collision
99 first draft of entity/world collision is implemented
100 it jitters and has some surprising behaviour
101 finding a spawn point which doesn't put entities in solids is
102 now a little more crucial. press N if you're in trouble
106 current simplex noise implementation repeats itself pretty quickly