X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=49fac3b69c76fbd38211eccaed92a37cedb85f4e;hb=1bc6f085c53cdeaa08e2c00e821d4e2e25cae1c8;hp=a0c8c1dee83a343e53e6fd983be20da62aa431f7;hpb=955fbb45dedb570520fc45d2ce69f420bed2ad08;p=blank.git diff --git a/TODO b/TODO index a0c8c1d..49fac3b 100644 --- a/TODO +++ b/TODO @@ -12,13 +12,19 @@ textures do I need to say anything? :) -command line +font rendering - usefull for development and later on world administration + should combine all that's needed to render a text into some struct + also, with background nw being a thing, a padding might be nice + or could 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 @@ -50,6 +56,12 @@ 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 +85,6 @@ 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