more todos

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catangent 2025-08-04 12:02:10 +01:00
parent cbe80ca2df
commit 3158098ad4

18
todo.md
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9. generation of simplified chunks
10. separate LOD radiuses for different LOD levels
11. partial chunk loading and unloading.
12. block change handling: recalculate only the relevant quads
# directional light
# misc graphics
1. implement possibilities for 6 different surfaces for a tile, e.g a branch tile should have 4 bark surfaces and 2 inner surfaces
2. implement random rotation and reflection of surfaces
3. implement fixed rotation and reflection of surfaces
4. implement custom models, e.g a tall grass tile is a model with two planes crossing in the middle (see: minecraft). implement optional greedy meshing for such models; e.g tall grass textures could fuse together diagonally and grass could have 2 layers who could mesh as well.
5. implement metallicity (e.g block of iron) (?, discuss)
6. implement random shininess (e.g rough diamond block, would sparkle as you move across, see purple rocks in PEAK's Alpine biome)
7. implement emissive textures (e.g a computer screen, see minecraft's enderman/spider eyes and sculk blocks)
8. implement bloom effect (see gregtech's glowing EBF's)
# directional sun/moonlight
1. discuss implementation
# tooling
1. benchmarking step in build.zig: benchmark chunk meshing, generation, and similar tasks which will need to be performed at scale
2. texturepack compiler: something that would compile minecraft-style texturepacks into a format that could be more suited for in game usage.