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TODO.md

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Ideas

  • Chemical drives should have some good stuff going for them, so that they can always remain competitive with more advanced options like ion and EM drives

  • Warp drives completely outclass subluminal options, but have a minimum drive engagement, so that subluminal drives never become irrelevant

    • subluminal warp drives cannot be used outside of supercruise
  • intergalactic warp drives outclass interstellar warp drives, but have a minimum jump distance that requires interstallar drives

    • maybe like 1kly minimum jump distance
    • maybe intergalactic drives interact with interstellar drives and and provide fuel cost discounts for longer-range jumps
  • interstellar infrastructure that drastically reduces fuel consumption, and allows subluminal ships to travel between star systems

    • sorta like the hyperlanes in cowboy bebop
    • good for automated logistics ships or something
  • normal space

    • Pressurized Gas Nozzle
    • is there any use for this?
  • intrastellar

    • local (planet-moon systems)
      • Chemical Drive
    • global (entire star system)
      • Ion Drive
      • Electromagnetic Drive
      • Warp Drive
  • interstellar

    • Interstellar Warp Drive MkI
      • 0.25-5 ly range
    • Interstellar Warp Drive MkII
      • 0.75-50 ly range
    • Interstellar Warp Drive MkIII
      • 1-1000 ly range
  • intergalactic

    • Intergalactic Warp Drive
      • 1k-10M ly range
  • Moons of starter planet

    • no superluminal options
    • basic chemical drives
  • Entire star system

    • both subluminal and superluminal options
    • ion drives (subluminal)
      • entry-level ion drives are worse than top-level chemical drives
    • EM drives (subluminal, needs advaned physics-breaking materials)
    • low-power warp drives
  • Interstellar travel

    • superluminal-only from here on out
    • A few tiers with varying jump ranges from a few ly to a few thousand ly
  • Intergalactic travel

    • Endgame, only one tier available

Improvements

  • System Gen:
    • heavily bias orbits of stars in myltiple-star systems to be small, so that there's an interesting mix of orbits around each star and circumbinary orbits.
    • only generate one "layer" deep at a time. ie, generate planets around a star, then find out what planets can form moons, and generate those

Short-ish term

Rendering

  • When using the spyglass, info about the targeted celestial body should be displayed
  • Custom Planetary body shader that does shadows n stuff
  • Render the galaxy somehow

Other

  • Figure out what to do about worlds that have a system node ID that no longer exists in the galaxy.
  • Day/night cycle based on star system configuration
  • Server-authoratative celestial body positioning
  • Spyglass with larger zoom
  • Augment that shows the celestial bodies that belong to the current system
  • Save planet ID in server world nbt
  • Don't load every dynamically-generated world on startup
  • Galaxy selection screen
  • Save celestial time
  • Sync system node ID when dying
  • Gravity
    • Basic movement adjustment
      • SmoothSwimmingMoveControl
      • FallingBlockEntity
      • ItemEntity
      • PrimedTnt
      • [?] AbstractArrow
      • FishingHook
      • LlamaSpit
      • ShulkerBullet (what?)
      • ThrowableProjectile
      • AbstractMinecart
      • Boat ???
      • ExperienceOrb
      • LivingEntity
    • Mob jump height
    • Disable elytra flight in planets with no or thin atmospheres

Longterm

  • Logistics ships!
  • Space stations/custom space ships
  • In-world starmap
  • Figure out mod progression
  • Planet compositions and scanning
    • Maybe you have to collect data on a planet before you can land
    • Preliminary scans could show material composition (eg. what % tin the planet is made of)
    • Intensive scans could be needed to actually land on the planet
  • Render sky into HDR buffer and then tonemap when copying to main buffer

Pretty stuff to make exploration worthwhile

  • Aurorae
  • Ringed Worlds
  • Accretion Discs
    • Black holes may or may not be accreting

Unresolved Questions

  • Since I dont want to keep world files around for planets that were barely interacted with, how do we figure out when to keep the world, and when to not?

Done

  • Implemented my own math types and converted all my code to use them
  • Fixed child planes nor working right