composite entity animations
- complex entities are made up of part which have their own local
+ complex entities are made up of parts which have their own local
transform that can be animated (like e.g. an arm or head)
font rendering
command line
- usefull for development and later on world administration
+ useful for development and later on world administration
persistence
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 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
+ well, it's different
+ still needs way more block types and structure generation
+ a minimum distance from origin could be interesting as well, to ensure
+ the spawn vicinity doesn't contain bloks with would be useless at the
+ beginning (if there even is such a thing), also it would encourage
+ exploration
+ biomes seem too small, maybe that will become easier to tune when
+ there's a little more diversity between them
entity/world collision
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
+
+sprite/particle system
+
+ these could help make the world seem more alive