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docs/bugs-handheld.txt
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docs/bugs-handheld.txt
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Bugs/missing features
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* Frustum culler doesn't work correctly, even though I tried
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to copy it from Minecraft java version.
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NOTE: Culling of chunks works, but entities isn't 100%
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* Basically whole Item/ItemInstance package is missing
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Update: Over half package is now done, but difficult to go very much
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further without having items to "test"/evaluate it with.
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* Lighting's broken
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* Android version doesn't quit correctly. Right now it seg-faults
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on purpose, since it doesn't shut down fully if not.
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NOTE: much better now, and doesn't use segfault. Still a call to
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gl* is made with no context. Back button shouldn't actually shut
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down the process but rather hides it.
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* A few (~3) "static" memory leaks (marked in the code with @memleak)
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* Water horizon doesn't care about "movement head offsetting"
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( * Returning some temporary AABBs by ref, not sure it's a problem.)
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( * Some seeds constants are too big for long (int) data type.)
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FIXED:
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* Flickering. Removing glClear( color-bit ) "fixes" this.
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NOTE: div by 0.0f in bobHurt when a = 0. Java code also have this
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problem but rotating NaN or INF degrees seems fine there (or a != 0)
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* Can't walk without hopping every tile or falling through tiles
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NOTE: Still jumps out of water as a feature :)
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* Tile ticking, water flow and leaf decay
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* Rendering business. Right now it's hardcoded to render the
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first N chunks it encounters and then no more.
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(Addon: then it might crash :p )
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And since it doesn't redraw chunks correctly, destroying tiles
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isn't graphically visible (if all N chunks have been used).
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NOTE: Now using basically the same rendering pipeline as display lists.
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* Code doesn't really support playing on the network game "host" at the moment.
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NOTE: Chose a fairly straightforward approach where you let people join
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your world.
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* Abyss
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* (Render) Chunks are sometimes missing. Came when ChunkCache was
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rewritten/updated for fixed worlds.
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NOTE: Fixed, this and chunks not updated in multiplayer if chunk not
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visible to player were same problem (Chunk::rebuild,if(!visible)return;)
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