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slimefun-standalone's Issues

Make a Video about it and ask for help

Description

A reminder for me to record a Video showing this Project and asking my viewers to help.

  • Record Video
  • Record Audio
  • Edit Video
  • Render Video
  • Upload Video
  • Get contacted by awesome people who want to help
  • Conquer the worl... nevermind, wrong todo list.

Smeltery

Description

The Smeltery will be used to get Ingots from Ore.

What should be the heat source?
How do you feed it heat?
Should the GUI look like the Crafting Table #13

Crafting System

Description

Need to add a Crafting System.
Open for Suggestions.

  • Recipe Registry
  • Recipe LUT
  • Recursive LUT
  • Scrollable Inventory Pane
  • Storage Pane
  • Inventory GUI
  • Crafting Mechanism
  • Search bar (optional)

Dirty Marks

Description

Objects need to be able to be marked dirty, ready for being saved when a change occurs.
The following Objects (and their derivitaves) will need that:

  • Chunks / Blocks
  • Entities
  • Light Sources
  • Inventories

Maybe add an Interface for that?

  • Implement Dirty Interfaces

Inventory System

Description

Need to make an Inventory System that works for Entities (probably exclusively on the Player Entity)
as well as Blocks (Chests)

  • Inventory Object
  • Inventory GUI
  • ItemStack Rendering
  • ItemStack Movement
  • ItemStack Tooltips
  • ItemStack Cursor
  • ItemStack Pickups
  • Open/Close
  • Support for Entity-bound Inventories
  • Support for Block-bound Inventories
  • Hotbar
  • Hotbar Selecting (Scroll or Number Keys)
  • Drop Item when Inventory is closed while an ItemStack is on the Cursor
  • Drag and Drop UI Element using the Label

Liquid Physics Engine

Description

Need to write a Physics Engine for handling Liquids like Water, Lava etc...

  • Liquid Flowing to empty blocks
  • Liquid being dragged by gravity
  • Liquid equalising with neighbour blocks on the same level

Honestly?
I have no freaking clue on how to do this one.

Clumsy Player Movement

Description

The Player's movement is very glitchy and totally unstable.
Especially the jump mechanic often fails completely.

  • Proper 2D Physics Engine (3D -> 2D)
  • Force Accelerations having optimal values
  • Character Model bending and springing
  • Fix Raycasting

World Saving / Loading

Description

Worlds need to be saved in NBT formats.
I will need to plan on how many files a world needs to have.

  • Serialize Objects as Binary
  • Save as files
  • Load from files

Advanced Item Tooltips

Description

When you hold "Shift" you will be able to see more Info about an Item in its Tooltip.
Now I will just need to come up with stuff to show when that occurs XD

  • UI Component
  • Hotkey
  • Tooltip Handler Framework
  • Smart Positioning

CGI & HLSL Procedual Terrain Sprites

Description

I should write a shader that generates cloudy waveforms as sprites with dust particles based on cordinates and color inputs.
Also: General migration to a custom lightpass shader, it proposes a fix for #1

Terminal Pumps

Description

Terminal Pumps are controller blocks for Pipes (follow up to #6 )
They can change routes via scripts that can be written/installed by Players.
Every Pipe Type has its own tab and script in the Terminal Pump
The Syntax shall look like this.

if (in.item == "generic_dirt") { out.channel = 1; }
else if (in.item is Type.Item.Ore) { out.channel = 2;}
else { out.channel = in.channel; }

May be changed in the future.
Going for a mix of JavaScript and C#

  • Script Syntax
  • Terminal Pump Block
  • Script Parser
  • Sorter
  • Channel Framework

Entity System

Description

Need to write an Entity Framework that handles movable objects (in opposition to inmovable objects like blocks)

  • Entity Registry
  • Entity Renderer
  • Player
  • Items
  • Entity Health System
  • Enemies
  • Bind Entities to the current Chunk

Pipe System

Description

Need to implement Pipes that transport stuff around.

We need 4 types of pipes

  • Items
  • Liquids
  • Energy
  • Gas

Pipes shall have multiple tiers that have varying transport rates.
Pipes can coexist with blocks in the same space, between the shadow and render layer and become visible when you toggle your view mode using TAB.
All types of pipes can coexist in the same block as well.
Pipes are drawn onto the block with x increasing simultaneously with y (diagonal function).
Pipes have different channels that are determined with input and output pipes.

  • Channel Framework
  • Input Pipes
  • Output Pipes
  • Best Search Algorithm

Light Engine fails to rebase Sunlight

Description

When breaking a Block at the edge of a Chunk, the Light Engine does not recalculate Light for an adjacent block in an adjacent Chunk.
Instead the current Chunk's light source is preferred, even though it is inferior to the appropriate light source.

Screenshots (if available)

4bc1c12fd080541616c834d02e474d47

Wrong light calculation seen on the left side, correct one visible in the own chunk on the right.

Modding API

Description

Slimefun 5 is going to have a Modding API that will run on the same framework as the Scripting System proposed in #7
Still debating about the language, whether I may have to create my own programming language for this one.

Equipment System

Description

The right hand side of the Player Inventory is reserved for Equipment / Upgrades.

  • UI Integration
  • Tooltips
  • Shadow Rendering
  • Effect Handlers

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