Buildat TODO ============ - Cache a hash of each compiled module in order not to rebuild them unnecessarily - Modules should be run in threads. - Implement module depencencies in test/testmodules/__loader - There should probably be a builtin/loader that __loader usually wants to call - __menu extension support (load when no server address is provided) - Add a parameter to the client for choosing a boot-up extension, which implements a boot() function that will be called - Ask hmmmm/kwolekr for permission to use MT's noise under the Apache 2.0 license and if allowed, include it in interfaces - Design how to manage scenes in a future-proof way - Implement easy Lua scripting on the server (Luabind or not? The purpose is to allow recycling the same Lua code on the client and the server, which means that Lua will dictate the function/object design) - Move self-contained library-like Lua functions from client/app.cpp to a reusable location so that they can be used from server-side Lua in the future - Proper whitelisting sandbox for Urho3D's Lua API - Update testmodules/minigame to urho3d - New things in deps.txt? - disable_module - override_module (in such a way that the module will be gotten from the server with it's original name, and with the name of the overridden module. The overridden module will still be loaded and be available to the overriding module in some way.) - Doxygen for the C++ interfaces - Copy compiler flags (at least -m32/64 and stuff like -D_GLIBCXX_DEBUG) from CMake to RCC++ - Voxel world with arbitrary chunk size and offset, with pluggable loader modules. Main world has worldspace_id=1. Try Polyvox.