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TODO list.md

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Here is the list of futures that needs to be implemented. The order represents importance and/or dependency.

  • Biome-based world generation
  • Update light only after blocks update - in order to avoid black spots in places of removed blocks
  • Save and load player state
  • Smooth lighting - average block light values at each vertex
  • Run SPIR-V optimizer for compiled shaders
  • Use background thread for chunk data compression/decompression
  • When uderwater reduce fog distance and use other fog color
  • Increase water level in non-full water blocks under the sky when it's raining
  • Player physics - add gravity
  • Player physics - perform proper cylinder to hex-prism collision
  • Player physics - fix some edge cases with multiple block collision
  • Player physics - limit velocity vector on collisions
  • Trees generation with variable density
  • Procedural tree models
  • Ice blocks
  • Burn wooden blocks first into charcoal blocks
  • Chunk vertices allocator - make it faster (remove linear complexity)
  • Plates (half-blocks)
  • Vertically-splitted half-blocks
  • Day-night cycle - change day time each tick
  • Rain/snow
  • More block types
  • Extinguish fire during rain
  • Tune burning probability for different block types
  • Pipe blocks for fast directional water transfer
  • Sparse chunk geometry update improvements - update area around player frequently, use direction of view, etc.