X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=1ba83abd0205fa8751dfaf312ae9bbb65ea75c9d;hb=551573ecb04969696f916aeb5485658e298a7f6b;hp=a0c8c1dee83a343e53e6fd983be20da62aa431f7;hpb=955fbb45dedb570520fc45d2ce69f420bed2ad08;p=blank.git diff --git a/TODO b/TODO index a0c8c1d..1ba83ab 100644 --- a/TODO +++ b/TODO @@ -10,25 +10,25 @@ composite entity animations textures - do I need to say anything? :) + okay, now I need a better solution for the crosshair ^^ -command line +font rendering - usefull for development and later on world administration + with background now being a thing, a padding might be nice + that or maybe separate bg from fg rendering -font 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 - mostly for labelled blocks and some ui elements +command line + + usefull for development and later on world administration 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 @@ -50,6 +50,12 @@ entity ai there's a bug where a chunk's model is not updated if its neighbor changes border light levels + 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 @@ -73,10 +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