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# Milestones
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## Hello world
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Released as `0.0.1`: `Pre alpha 1`
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- [ ] From the ground up cleanup
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## System
- [~] Dependencies updater
- [x] Tracy
- [ ] ImGui
- Compile time
- [ ] Warnings
- [ ] Unit build
- [ ] Ninga
- [ ] Clang
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- [x] CI build
- [x] CMake package
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- [x] GitLab CI
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- Platforms
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- [x] Linux
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- [x] Windows
- Mingw: requires picotls, picoquic and FastNoise compatibility
- [ ] MacOS
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- [ ] Launcher / Updater
- [ ] Review documentation
- [ ] Code cleanup
- [ ] Proper wiki
- [ ] Yaml config
- [ ] I18L
## Data
- [ ] Element hierarchy
- [ ] Collide
- [ ] Soft part break
- [ ] Relative position
- [ ] Rotate
- [ ] Merge World and Entities
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- [ ] Galaxy
- [ ] Orbit system
- [ ] Gravity referential
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- Edits
- [ ] More shapes
- [ ] Anchor
- [ ] Multi-block system
- [ ] Cross chunk structure
- Generation
- SIMD
- [ ] Dynamic SIMD level libs
- [ ] https://github.com/Auburn/FastNoise2/releases
- [ ] Double precision
- [ ] Surface features
- [ ] Biomes
- https://imgur.com/kM8b5Zq
- https://imgur.com/a/bh2iy
- https://speciesdevblog.files.wordpress.com/2012/11/biomemap.png
- [ ] ECS
- [ ] Inventory
- [ ] Octree
- [ ] Surface aware LOD
- [ ] Level converter
- [ ] Minecraft import
- [ ] Base unit size change
- [ ] Local generation prediction
- [ ] Modding API
## Graphics
- [ ] Disable VK for now
- [ ] Slash screen
- [ ] Proper UI
- [ ] Pause menu
- [ ] Start menu
- [ ] Using texture pack
- [ ] FontAwesome (https://github.com/juliettef/IconFontCppHeaders)
- [ ] Define standard unit size
- Visual debug
- [ ] Chunk / Region border
- [ ] Area box
- [ ] Collision overview
- [ ] Effective occlusion culling
- [ ] Cast from chunk center
- Curvature
- CubeSphere
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- [ ] Area corrected CubeSphere
- [ ] Corrected Normals
- [ ] Surface curvature
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- [ ] Curvature aware frustum
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- [ ] Healpix
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### Raster
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- https://www.iquilezles.org/www/index.htm
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- [~] 8 for 1 contouring problem
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- [ ] Merge stochastic and triplanar
- https://assetstore.unity.com/packages/tools/terrain/microsplat-96478
- https://www.youtube.com/user/slipster216/videos
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- [x] Biplanar
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- [ ] Distance resampling
- [ ] Tesselation
- [ ] Planet scale LOD (using chunk level average)
- [ ] Hard shadow
- [ ] Ambiant occlusion
- [ ] World lights
- [ ] HDR
- https://www.youtube.com/watch?v=iikdcAA7cww
- Toon shading
- Eye adaptation
- GLSL gamma correction
- https://github.com/skurmedel/shaders/blob/master/glsl/gamma_correct.glsl
- [ ] Post processing
- https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing
- Bloom
- [ ] Procedural Skybox
- [ ] Deferred
- [ ] Cascaded shadow maps
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- [ ] Avoid transparent back-face
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- [ ] Translucency
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- Back-face depth based
- [ ] Contouring service
### Ray
- All of it
- Probably v2
## Network
- [x] QUIC protocol
- [ ] Use in memory protocol
- replace server_handle
- [ ] Private messages
- [ ] Commands
- [~] Authentication
- [ ] Clean kick