maybe players should be given the option to switch between
walk and fly mode
+ I had a NaN position while experimenting with (directional) gravity
+ blocks recently. I checked the gravity code and it seems solid, so
+ might be something I overlooked or, what more probable, it triggered
+ some NaN condition in the collision code. Needs investigating
+
+ This may be related to the HUD locking on an entity. If the entity is
+ teleported to a NaN position, the ray intersection test could give a
+ false positive.
+
block attributes
when blocks are not just a solid rock of color, attributes may
there's a little more diversity between them
chunk generation takes too long, it's incredibly annoying
should look into speeding it up and executing on a different thread
+ compute shaders might be another approach, though that would require
+ opengl 4.3, block the gpu, and generally doesn't lend itself well to
+ threading (cpu wise). It also requires servers to load GL. maybe not
+ such a great idea after all
spawning
if (name == "visible") {
visible = in.GetBool();
} else if (name == "texture") {
+ textures.clear();
in.ReadString(name);
textures.push_back(tex_index.GetID(name));
} else if (name == "textures") {
+ textures.clear();
in.Skip(Token::BRACKET_OPEN);
while (in.Peek().type != Token::BRACKET_CLOSE) {
in.ReadString(name);
glm::vec3 Chunk::GravityAt(const ExactLocation &coords) const noexcept {
- glm::vec3 grav;
+ glm::vec3 grav(0.0f);
for (int index : gravity) {
RoughLocation::Fine block_pos(ToPos(index));
ExactLocation block_coords(position, ToCoords(block_pos));