maybe stale and inexistent chunks should be visualized (e.g. by
drawing a semi-transparent box around them)
+ make a chunk data counting a little safer
+
threading
(clientside) networking and disk IO are prime candidates for threading
now implemented as optional gravity emitter per block type
let's see how that pans out
+ maybe players should be given the option to switch between
+ walk and fly mode
block attributes
I don't like the force/spring based collision response, maybe revert
back to impulses
+ also, it fails in some cases
spawning
// TODO: I'd prefer a drag solution
float max_vel;
+ // TODO: split max_force into (local) axes?
+ // e.g. players may want to disable vertical thrust under certain
+ // conditions (e.g. "walking" ^^)
float max_force;
int ref_count;
EntityDerivative f;
constexpr float sixth = 1.0f / 6.0f;
- f.position = sixth * ((a.position + 2.0f * (b.position + c.position)) + d.position);
- f.velocity = sixth * ((a.velocity + 2.0f * (b.velocity + c.velocity)) + d.velocity);
+ f.position = sixth * (a.position + 2.0f * (b.position + c.position) + d.position);
+ f.velocity = sixth * (a.velocity + 2.0f * (b.velocity + c.velocity) + d.velocity);
state.pos.block += f.position * dt;
state.velocity += f.velocity * dt;