* Load chunks on-demand (transparently, probably in another Thread) rather | |
than all at once at the beginning. Internally, this would probably mean | |
storing chunks in a HashMap or something so that we could delete chunks | |
that we don't need anymore, to keep memory usage down and actually support | |
effectively infinitely-sized maps. I'd have to look into how this would | |
interact with X-Ray's minimap too. | |
* Figure out transparency rendering glitches, and start using the | |
transparent leaf texture for trees once that's been figured out. Right | |
now they look better with the solid texture. In particular, all the | |
"decorative" blocks like torches, flowers, reed, etc, look weird, as | |
does water and portals. | |
* Proper rendering support for redstone wire, minecart tracks, fences, | |
and other blocks which change appearance depending on what's around | |
them. Minecart tracks should actually be quite easy since their | |
orientation is actually stored in the Data values; the other ones | |
will require some introspection. | |
* Draw messages on signs like you'd expect. | |
* Custom key bindings | |
* Highlighting for Reed | |
* Highlighting for any arbitrary (user-chosen) block type | |
* Find a way to eliminate the glitching when new map chunks are loading | |
* Need to figure out the "holes" that are appearing occasionally in the map | |
* Figure out how many chunks we should realistically cache, from a memory | |
perspective, and make sure that we're not doing weird things on the | |
boundary conditions. | |
* Paintings |