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 do I need to say anything? :)
17 usefull for development and later on world administration
21 exchange of chunks and entities
25 unloaded chunks should be saved to disk and restored when they
30 select or create a world with configurable parameters
34 pathfinding, chase and roam states
38 occlusion/neighbor light mixing is implemented, but still linear
39 this could be solved by using a pre-interpolated light texture and
40 mapping light levels to coordinates on that
42 also: how could block light affect entity lighting?
43 maybe get the interpolated light level at the entity's center and use
44 that as the light power for the directional lighting shader and use a
45 direction that's fixed relative to the camera?
47 there's a bug where a chunk's model is not updated if its neighbor
48 changes border light levels
49 I kinda mitigated it a little for direct neighbors during linking, but
50 it still can happen in (hopefully) rare corner cases
54 maybe like light levels? should also store a direction with it in
55 that case. also, global gravity may be a world option.
56 no, per-block gravity vector is most probably too expensive.
57 better have the chunks store a few point masses (maybe blocks that
58 emit gravitation?) and calculate from that
62 when blocks are not just a solid rock of color, attributes may
63 become interesting. like labels on signs and contents of
68 maybe the chunk loader should keep an index of interesting, if not
69 all chunks by position, possibly base-relative
71 profiling indicates that this is not neccessary atm. maybe it will
72 when there's some more action in the world
74 I got a segfault (sadly in release mode, so no sensible trace, but
75 it was in ChunkLoader::Update). I suspect it has something to do
76 with how chunks are relinked after a near death experience.
78 transparency (blocks and entities)
80 transparent blocks because awesome
82 world generator that is not boring
84 maybe divide into biomes and add special features like
85 settlements, ruins, all kinds of interesting stuff
87 entity/world collision
89 first draft of entity/world collision is implemented
90 it jitters and has some surprising behaviour
91 finding a spawn point which doesn't put entities in solids is
92 now a little more crucial. press N if you're in trouble
96 current simplex noise implementation repeats itself pretty quickly