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# Milestones
2020-07-06 19:18:29 +00:00
## Hello screen again
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- [x] Extract OpenGL
- [x] Minimal Vulkan
- [x] ImGui
## Hello other
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- [x] Multiplayer
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- [~] Chat
- Private messages
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- [~] Authentication
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- [x] Compression
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- [x] Encryption
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- [x] Embedded
- [x] Standalone
## Hello world
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- [~] Map stream
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- [ ] Local prediction
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- [ ] Contouring service
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- [~] Edit
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- [ ] Compression (raw)
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- [x] Shape iterators
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- [ ] Anchor
- [x] Prevent suffocation
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- [x] Local prediction
- [~] Occlusion Culling
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- [~] Iterator ray
- [ ] Cast from chunk center
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- [x] Transparency
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- [~] Entities
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- [ ] Collide
- [x] Get models
- [ ] Save in world
- [ ] Rotate
- [ ] Reduce compile unit count
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- [~] Review documentation
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- [ ] Clean kick
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## Hello universe
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- [~] CI build
- [ ] CMake package
- [x] GitLab CI
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- Platfoms
- [x] Linux
- [~] Windows
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- [ ] Universe
- [ ] Galaxy
- [ ] Rotation
- [ ] Orbit system
- [ ] Gravity referential
- [ ] Better generation
- SIMD
- [ ] Dynamic SIMD libs
- [ ] FastNoiseSIMD / HastyNoise double precision
- [ ] https://github.com/Auburn/FastNoise2/releases
- [ ] Surface features
- [ ] Biomes
- https://imgur.com/kM8b5Zq
- https://imgur.com/a/bh2iy
- https://speciesdevblog.files.wordpress.com/2012/11/biomemap.png
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- [ ] Planet scale LOD
- [~] Curvature
2020-08-28 14:27:00 +00:00
- [~] CubeSphere
2020-08-14 16:56:28 +00:00
- [ ] Area corrected CubeSphere
- [ ] Corrected Normals
- [ ] Surface curvature
- [ ] Curvature avare frustum
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- [ ] Healpix
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## Hello industry
- [ ] Multiblock
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- [ ] Inventory
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## Hello darkness
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- [ ] Break area part to entity
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- [ ] Slash screen
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- [ ] Start/Pause menu
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- [x] QUIC protocol
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- [~] 8 for 1 contouring problem
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- [ ] Use in memory protocol (to replace server_handle)
- [ ] Remove SharedUniverse
- [ ] Octree
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- [ ] Better Lod
- [ ] VK
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- [ ] Instanced draw
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- [ ] Pipeline cache
- [ ] Reuse descriptors
- [ ] Secondary buffers
- [ ] ECS
- [ ] Cross plateforme encoding
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- [ ] Config (yaml)
- [ ] 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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- [ ] Ray Tracing
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- [ ] Avoid transparent back-face
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- [ ] Translucency
- Back face Depth based