+++ /dev/null
-block placement/removal timers
-
- removal timing depending on the tool/block combination
- animation for remove
-
-composite entity animations
-
- complex entities are made up of part which have their own local
- transform that can be animated (like e.g. an arm or head)
-
-font rendering
-
- with background now being a thing, a padding might be nice
- that or maybe separate bg from fg 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
-
-command line
-
- usefull for development and later on world administration
-
-persistence
-
- merge IO counters, so number of operations per frame is kept
- low, no matter what exactly is done
-
- store some kind of byte order mark?
-
-block asset loading
-
- parameterization of chunk generator should be less static/dangerous
-
-networking
-
- write tests
- do some manual testing
- some more testing
- a little optimization
-
-launcher ui
-
- select or create a world with configurable parameters
-
-entity ai
-
- pathfinding, chase and roam states
-
-(block) lighting
-
- occlusion/neighbor light mixing is implemented, but still linear
- this could be solved by using a pre-interpolated light texture and
- mapping light levels to coordinates on that
-
- also: how could block light affect entity lighting?
- maybe get the interpolated light level at the entity's center and use
- that as the light power for the directional lighting shader and use a
- direction that's fixed relative to the camera?
-
- 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
-
- maybe like light levels? should also store a direction with it in
- that case. also, global gravity may be a world option.
- no, per-block gravity vector is most probably too expensive.
- better have the chunks store a few point masses (maybe blocks that
- emit gravitation?) and calculate from that
-
-block attributes
-
- when blocks are not just a solid rock of color, attributes may
- become interesting. like labels on signs and contents of
- containers
-
-chunk traversal
-
- maybe the chunk loader should keep an index of interesting, if not
- all chunks by position, possibly base-relative
-
- profiling indicates that this is not neccessary atm. maybe it will
- when there's some more action in the world
-
-transparency (blocks and entities)
-
- transparent blocks because awesome
-
-world generator that is not boring
-
- maybe divide into biomes and add special features like
- settlements, ruins, all kinds of interesting stuff
-
-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
--- /dev/null
+block placement/removal timers
+
+ removal timing depending on the tool/block combination
+ animation for remove
+
+composite entity animations
+
+ complex entities are made up of part which have their own local
+ transform that can be animated (like e.g. an arm or head)
+
+font rendering
+
+ with background now being a thing, a padding might be nice
+ that or maybe separate bg from fg 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
+
+command line
+
+ usefull for development and later on world administration
+
+persistence
+
+ merge IO counters, so number of operations per frame is kept
+ low, no matter what exactly is done
+
+ store some kind of byte order mark?
+
+block asset loading
+
+ parameterization of chunk generator should be less static/dangerous
+
+networking
+
+ write tests
+ do some manual testing
+ some more testing
+ a little optimization
+
+launcher ui
+
+ select or create a world with configurable parameters
+
+entity ai
+
+ pathfinding, chase and roam states
+
+(block) lighting
+
+ occlusion/neighbor light mixing is implemented, but still linear
+ this could be solved by using a pre-interpolated light texture and
+ mapping light levels to coordinates on that
+
+ also: how could block light affect entity lighting?
+ maybe get the interpolated light level at the entity's center and use
+ that as the light power for the directional lighting shader and use a
+ direction that's fixed relative to the camera?
+
+ 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
+
+ maybe like light levels? should also store a direction with it in
+ that case. also, global gravity may be a world option.
+ no, per-block gravity vector is most probably too expensive.
+ better have the chunks store a few point masses (maybe blocks that
+ emit gravitation?) and calculate from that
+
+block attributes
+
+ when blocks are not just a solid rock of color, attributes may
+ become interesting. like labels on signs and contents of
+ containers
+
+chunk traversal
+
+ maybe the chunk loader should keep an index of interesting, if not
+ all chunks by position, possibly base-relative
+
+ profiling indicates that this is not neccessary atm. maybe it will
+ when there's some more action in the world
+
+transparency (blocks and entities)
+
+ transparent blocks because awesome
+
+world generator that is not boring
+
+ maybe divide into biomes and add special features like
+ settlements, ruins, all kinds of interesting stuff
+
+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