X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=1cf7ed0a738932b89d25d8830663b557556a35b1;hb=9240fdf2e68ee014da0d0a89a7fb2f29ebf28e2d;hp=d5a961c8ae2817cafbed55644f0e48aa3e9c1c80;hpb=1a3912b055be2f9143d4f5c7f01678ca5661ab53;p=blank.git diff --git a/doc/todo b/doc/todo index d5a961c..1cf7ed0 100644 --- a/doc/todo +++ b/doc/todo @@ -99,5 +99,19 @@ 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 + +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