nodecore-cd2025/docs/hopeless.txt
Aaron Suen b393ce0a93 Improve player zoom control, doc updates
Players can use sneak and/or aux1 for far-zooming, so they can
far-zoom while treading water in an ocean to look at distant
islands, instead of using the aux1=climb down hack, which causes
all sorts of weird issues with other features that try to detect
movement controls
2022-10-25 07:48:01 -04:00

66 lines
2.8 KiB
Plaintext

========================================================================
HOPELESS: Problems that look like they might be unfixable
------------------------------------------------------------------------
#### ##### #### # # ###### ##### ####
# # # # # # # # # # #
#### # # # # # # ##### # # ####
# ##### # # # # # ##### #
# # # # # # # # # # # #
#### # #### # ###### ###### # # ####
These are things that I would like to have fixed, but realistically
probably can't do anything about. SOME may also be specific engine
issues referenced in WISHLIST, but others may be so fundamentally
broken or unrealistic that they may not be worth pushing as an engine
issue.
- Variable step size consequences
- Instability of entity physics at large scale, i.e. cannot
aim a catapult
- Optomechanic timing issues; I'm unwilling to sacrifice optic
timing lockstep, but I can't enroll every other system in them.
- Doors are a possibility but would require refactoring
out a "virtual node transaction" sort of object that
could be hella complex.
- ABM performance sucks
- The scheduler distributes work across time very poorly
- We really need the ability to control scheduling from lua
- C++ is too inflexible
- We need to be able to process in batches instead of only
per-node dispatch
- neighbor check really could be made more specific,
e.g. a mask to select which neighbors
- Liquid issues
- Z-fighting against normal nodes; no way to both show inside
surface against air AND avoid z-fighting.
- Multiple kinds of water don't "mix"
- Because only nodes can produce light, dynamic lights require
use of fake air-like nodes, and because liquids don't mix,
I can't make fake water-like nodes for underwater dynamic
lighting, thus all dynamic lights do NOT work at all
underwater.
- Can't do the sky navigation thing fully
- Client resource GC for computed textures could fix the memory
leak issues
- Multi-layer skybox with "parallax" layers would allow me to
move things around without building new textures (would be
faster too)
- Entity rendering performance is painful
- visinvs have an outsized impact on rendering perf, making
large storage areas painfully slow
- would like to be able to make more nodes ents, like doors,
for animations
- LBM and node timer "leaks" can happen, necessitating a lot of ABMs
- If I could reliably discover the existence of nodes and
ensure some process is pending for them, then I wouldn't
need these.
........................................................................
========================================================================