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 parts which have their own local
9 transform that can be animated (like e.g. an arm or head)
13 with background now being a thing, a padding might be nice
14 that or maybe separate bg from fg rendering
16 it may also be feasible to get rid of SDL_ttf and use freetype
17 directly to eliminate the unneccessary surface creation
18 ftgl might also be worth looking at
23 and show me their output
27 merge IO counters, so number of operations per frame is kept
28 low, no matter what exactly is done
30 store some kind of byte order mark?
32 world and player names should be normalized so they can safely
37 definitely needs throttling for the internets
39 players stats (who's connected, their ping, and game-relevant
40 things) should be sent to clients
42 some method for authenticating a player might be nice
44 maybe stale and inexistent chunks should be visualized (e.g. by
45 drawing a semi-transparent box around them)
47 make a chunk data counting a little safer
51 (clientside) networking and disk IO are prime candidates for threading
55 select or create a world with configurable parameters
59 pathfinding, better turning behaviour
63 occlusion/neighbor light mixing is implemented, but still linear
64 this could be solved by using a pre-interpolated light texture and
65 mapping light levels to coordinates on that
67 there's a bug where a chunk's model is not updated if its neighbor
68 changes border light levels
69 I kinda mitigated it a little for direct neighbors during linking, but
70 it still can happen in (hopefully) rare corner cases
72 propagation through semi-filled blocks is wonky. I worked around it by
73 having the light propagate into solid blocks, but feels like this
74 could cause some weird behaviours
76 entity lighting is now derived from block light levels
77 it's not interpolated and the calculation is very basic, so it
78 has some unexpected effects
82 now implemented as optional gravity emitter per block type
83 let's see how that pans out
84 maybe players should be given the option to switch between
89 when blocks are not just a solid rock of color, attributes may
90 become interesting. like labels on signs and contents of
93 transparency (blocks and entities)
95 transparent blocks because awesome
97 world generator that is not boring
100 still needs way more block types and structure generation
101 a minimum distance from origin could be interesting as well, to ensure
102 the spawn vicinity doesn't contain bloks with would be useless at the
103 beginning (if there even is such a thing), also it would encourage
105 biomes seem too small, maybe that will become easier to tune when
106 there's a little more diversity between them
110 need a way to find a suitable location to spawn new players in
111 I imagine a "random block" function of ChunkIndex could be nice
112 (also for use with the AI spawner)
113 also, finding a spawn position for a player must no fail. after a
114 certain number of tries, the world must change to safely accomodate
116 chunk generation could be adjusted to make a little more room near the
117 origin (since that's where the usual spawn point will be), but that's
118 not strictly necessary and might overcomplicate the generation
119 if all fails, the spawner has to modify the world
120 how much space has to be cleared and how to make sure the spawning
121 space connects to "open space" I don't know yet, it's all a little
124 sprite/particle system
126 these could help make the world seem more alive
130 items representing both blocks and non-blocks (such as tools, weapons,
131 armor), with a simpler physics simulation than entities, much like the
133 they can be picked up by entities, so those should have one or more parts
134 in their skeleton to render them when they're "held"
135 players' inventories have to be changed so they select an item rather
137 item IDs could be the block ID for blocks, and anything from 2^16 up for