X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=doc%2Ftodo;h=d5a961c8ae2817cafbed55644f0e48aa3e9c1c80;hb=1a3912b055be2f9143d4f5c7f01678ca5661ab53;hp=93b880c8b0ea80f54821098d9eb26e72d19a2453;hpb=8e0cb4f95d87e9e8196ca6aa06dcaeab855b9a2e;p=blank.git diff --git a/doc/todo b/doc/todo index 93b880c..d5a961c 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 @@ -95,8 +91,9 @@ 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 @@ -104,7 +101,3 @@ entity/world collision 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