A game I'm writing to learn Scala.
Uses JMonkeyEngine3, which uses LWJGL.
Mostly I just wanted to write a Sparse Voxel Octree, then wrote a renderer and realised that I was pretty much halfway to a Minecraft clone. But I can't be bothered to do all the chores myself so you'll get to tell peons to do them instead.
Setting will be post human/robot war, none of that generic fantasy rubbish thank you very much. You are a paralysed robot (just a head?) that can have a large throne built around it in order to control more minions.
- overhaul blockmanager because the current design is pretty shit
- better peon model (urgh graphics)
- make metal texture darker (urgh graphics)
- sort out lighting properly, with ambient occlusion or whatever (urgh graphics)
- automatically save and load world and gamestate (probably going to be annoying)
- integrate pathfinding including jumping (mostly done, but buggy)
- sort out controls (assume mouse)
- sort out cut-away of blocks that are above the cameraTarget (uuuuurgh)
- (all the other smaller TODOs in the code)
- jump point search to improve A*
- animation for the peon models
- fluid simulation
- see http://www.dwarfcorp.com/site/2013/06/19/how-water-works-in-dwarfcorp/
- if too far away, could abstract to flow into and out of each octant?
- would need to go back and forth seamlessly
- could make sand a very limited fluid too?
- fighting
- tools
- could save images of what octants look like from a distance (or maybe distance fall-off?)
- one image for each compass direction?
- there'd be no parallelax in a single octant of the minimum size
- It'd look weird if it happened to octants that were too close
- how often to update? More often for closer?
- there should be two types of subdivided
- if height > BRANCHING_LIMIT then SubdividedOctrees else Subdivided3DArray
- octrees better for large volumes
- arrays better for very varied expanses
- vehicles
- give set cull hint to the SVO
- raycasting visualisation?