X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=1cf7ed0a738932b89d25d8830663b557556a35b1;hb=9240fdf2e68ee014da0d0a89a7fb2f29ebf28e2d;hp=93b880c8b0ea80f54821098d9eb26e72d19a2453;hpb=8e0cb4f95d87e9e8196ca6aa06dcaeab855b9a2e;p=blank.git diff --git a/doc/todo b/doc/todo index 93b880c..1cf7ed0 100644 --- a/doc/todo +++ b/doc/todo @@ -28,10 +28,6 @@ persistence store some kind of byte order mark? -block asset loading - - parameterization of chunk generator should be less static/dangerous - networking write tests @@ -95,16 +91,27 @@ transparency (blocks and entities) world generator that is not boring - maybe divide into biomes and add special features like - settlements, ruins, all kinds of interesting stuff + maybe store a min/max solidity, humidity, temperature, rarity, etc. + for each block type (with the option to deactivate generation + altogether) and use different noise overlays for each entity/world collision first draft of entity/world collision is implemented it jitters and has some surprising behaviour - finding a spawn point which doesn't put entities in solids is - now a little more crucial. press N if you're in trouble - -better noise - current simplex noise implementation repeats itself pretty quickly +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 + 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 + origin (since that's where the usual spawn point will be), but that's + not strictly necessary and might overcomplicate the generation + if all fails, the spawner has to modify the world + how much space has to be cleared and how to make sure the spawning + space connects to "open space" I don't know yet, it's all a little + fuzzy anyway