blob: 39374a37f27c8b8c9577daf8d8e2b7e502e4012b [file] [log] [blame] [raw]
* 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