Now { Marketing { Video explaining everpuzzle and rebuilt, Support { Play / Feedback / Follow Development, Add Github Issues, Pull Requests, Donations - streams, }, Readme { gifs, goal, how to help, }, } Clipping, chache rendering, [_] Use IV2 on things that dont need float?, } Script helpers { high { [_] none unwrap for block_state dependant on wether the bound_index is in bounds?, [x] find a better way to associate children with their parent, }, mid { [_] deref for bound_index, use *_state non mut to get copies back instead of refs, }, low { is_state better with matches! macro?, }, } Rendering { [x] move to instanced rendering + indices, [x] text rendering back again, [_] debug rendering { which sticks for a few seconds, time of start - release debug sprites after a few ms instead of every frame, } pixel perfect rendering, ui elements, } General { multiple grids, multiple players with set controls, rebind keys, gamepad input, extend grid height to 24 { lookup each frame if a block exists in the top space - disable polling in the range if nothing, or have 2 vectors, } test game on lower hz, } Cursor { [x] frame based smooth movement, [x] dt movement?, [x] smooth animation, } Block { falling stop swap?, [x] clear should happen in a row, land state, get_clear_type - from vframe { normal, Steel, etc, } } Grid { clear chain, combo count on each frame, y offset per pixel, [_] have block_state(i) in bounds dependant on the type -> if option return option else ref, } Garbage System { delay garbage spawn, [x] clear should be checked from other garbage too, [x] 2d { [x] clear check all highest/lowest children, [x] only clear the lowest blocks - not all!, } [x] 1d { [x] clear flood check - left - right - up - down, } [x] clear animation { [x] based on child count?, [x] GarbageChild have counter and end_counter - since each is unique, [x] BlockState::WasGarbage to halt blocks behaviour when still clearing other child but already converted, } [x] other garbage falling on top of other garbage should also get smooth hang, [_] other color while clearing, [x] check create 3x1 - 4x1 etc, } 4coder { add {}, (), [], automatically, }