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Univerxel/TODO.md

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# Features
## Data
- [x] Generate noise
- [x] Density
- [x] Robin hood map
- [ ] Memory usage
- [ ] In memory RLE
- [ ] Octree world
- [x] Serialize
- [x] Group files
- [x] Zstd + custom grouping
- [~] Find best region size
- [x] Zstd Train dictionary
- [x] Low memory: Keep only ifstream
- [x] High memory: Save multiple
- [x] Unload unused
- [x] Edition
- [~] Entity
- [x] Basic
- [ ] Instanced
- https://learnopengl.com/Advanced-OpenGL/Instancing
- [ ] Inheritance
- [ ] ECS
- [ ] Relative to area
- [ ] Player as entity
- [ ] Entities block world changes
- [x] Area
- [x] Offset
- [ ] Rotation
- [ ] Planet
- [ ] CubicSphere
- [ ] Healpix
- [ ] Galaxy
- [ ] Biomes
- https://imgur.com/kM8b5Zq
- https://imgur.com/a/bh2iy
- https://speciesdevblog.files.wordpress.com/2012/11/biomemap.png
- [ ] Leak test
- Valgrind
- Xtree-memory
- [ ] sanitizer
- [x] clang-tidy
- [ ] clang -fall
- [ ] Server
- [ ] ZeroMQ
- [x] Logger
- [ ] FastNoiseSIMD / HastyNoise double precision
- [x] Generational identifier
- [ ] Limit map usage
## Rendering
- [x] Render triangle
- [x] Avoid texture noise
- [x] Better cheap planar
- [x] MipMap LOD
- [x] Fog
- [x] Multi Samples
- [x] SRGB
- [ ] HDR
- https://www.youtube.com/watch?v=iikdcAA7cww
- Toon shading
- Eye adaptation
- [ ] Post processing
- https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing
- Bloom
- [x] Skybox
- [ ] Environment mapping
- [ ] Deferred
- [ ] Cascaded shadow maps
- [ ] RayCast
- [~] Transparency
- [x] Float precision problem
## Contouring
- [x] Box contouring
- [x] Ignore sides
- [ ] LOD
- [x] Dual MC
- [ ] Octree
- [~] Collision
- [ ] Dynamic index size
- [x] Chunk size performance
- [ ] Render with glBufferSubData
- [x] Frustum Culling
- [ ] Occlusion Culling
- [x] Document