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
exploration
biomes seem too small, maybe that will become easier to tune when
there's a little more diversity between them
+
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
+ using interpolation between samples of simplex noise now (big thanks
+ to notch ;) ), I'll see how that fares or can be tweaked
spawning
need a way to find a suitable location to spawn new players in
I imagine a "random block" function of ChunkIndex could be nice
(also for use with the AI spawner)
- also, finding a spawn position for a player must no fail. after a
+ also, finding a spawn position for a player must not fail. after a
certain number of tries, the world must change to safely accomodate
the player.
chunk generation could be adjusted to make a little more room near the