X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=1ba83abd0205fa8751dfaf312ae9bbb65ea75c9d;hb=551573ecb04969696f916aeb5485658e298a7f6b;hp=9d43155a0d96e9b78ec394f0e16112e7e29f18b3;hpb=55dbd6b35a39888f245e247d2e140f141f918178;p=blank.git diff --git a/TODO b/TODO index 9d43155..1ba83ab 100644 --- a/TODO +++ b/TODO @@ -10,12 +10,16 @@ composite entity animations textures - do I need to say anything? :) + okay, now I need a better solution for the crosshair ^^ -font colours +font rendering - set font fg and bg colour as either uniform or vertex attribute - and lerp between them based on the texture's alpha component + with background now being a thing, a padding might be nice + that or maybe separate bg from fg rendering + + it may also be feasible to get rid of SDL_ttf and use freetype + directly to eliminate the unneccessary surface creation + ftgl might also be worth looking at command line @@ -25,11 +29,6 @@ networking exchange of chunks and entities -persistence - - unloaded chunks should be saved to disk and restored when they - are loaded again - launcher ui select or create a world with configurable parameters @@ -54,6 +53,10 @@ entity ai I kinda mitigated it a little for direct neighbors during linking, but it still can happen in (hopefully) rare corner cases + propagation through semi-filled blocks is wonky. I worked around it by + having the light propagate into solid blocks, but feels like this + could cause some weird behaviours + gravity maybe like light levels? should also store a direction with it in @@ -76,10 +79,6 @@ chunk traversal profiling indicates that this is not neccessary atm. maybe it will when there's some more action in the world - I got a segfault (sadly in release mode, so no sensible trace, but - it was in ChunkLoader::Update). I suspect it has something to do - with how chunks are relinked after a near death experience. - transparency (blocks and entities) transparent blocks because awesome