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1.5 KiB
1.5 KiB
Pandemonium Engine TODOs
WFC module
- Need to rework the readme. Also link to the sample repo. (https://github.com/Relintai/wfc_module_samples)
- TilingWaveFormCollapse should not generate the images themeslves, rather it should just use internal ids, and return those to you. It could store variants. -> a derived class chould be mamde that adds image generation on top, but in a friendlier way.
- Array2D and 3D's getters and setters that need coordinates use a reversed order compared to everything in the engine. This is super dangerous, and should be changed. (Currently: get(y, x). Should be get(x, y)).
- The classes need smaller fixes and touchups.
- There are probably a few lingering bugs, as some examples give bad results.
- Need to make sure wave size, out size, and size related things are consistent, and intuitive, as right now they are neither.
- The bindings will likely need more improvements.
- Would be nice, if the algorithm could be parametrized from gdscript aswell.
- Maybe addding Array2D, and Array3D like classes to the engine would be a good idea.
Physics
- Add a multi thread wrapper around the physics server (and nav server).
- Add a method to the physics server that lets the caller thread wait for the physics update, and wait for each thread to finish.
- These 2 changes would enable heavy simplifications to most Props, Voxelman, and Terraman generation code, as they could just directly use the physics server in multi threaded jobs without crashing. The entire update mode thing could be removed.