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