diff --git a/todo.md b/todo.md index 982e189..5391452 100644 --- a/todo.md +++ b/todo.md @@ -10,5 +10,21 @@ 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.