This roadmap is derived from TODO.md and grouped by priority and implementation dependency.
- Movement parity with vanilla 1.8.9
- remove sticky sprint feel
- match timing/constants/logic with decompiled source
- Collision parity with vanilla 1.8.9
- edge cases for stairs/slabs/fences/doors
- remove client/server desync edge cases
- Perspective control fix
- in front third-person (
F5front), movement should be camera-relative (not inverted)
- in front third-person (
- Knockback prediction + reconciliation
- prevent players clipping into blocks after knockback
- Water/swimming behavior parity
- acceleration, drag, buoyancy, jump-out behavior matching vanilla
- Falling block simulation
- sand/gravel as entities + server sync behavior
- Item entity physics polish
- interpolation/smoothing for dropped items
- verify metadata mapping for item textures on ground
- Containers
- chests (open, sync slots, click handling)
- Crafting/smelting/enchanting/anvil (later stage)
- server packet support first
- UI flows second
- Item/block rendering in UI and hand
- correct 3D hand model rendering
- correct isometric inventory block rendering
- Finish missing block models and states
- doors, fence variants, remaining special blocks
- Entity model coverage
- additional animals + basic animation sets
- Optional late-stage rendering experiments
- LODs (experimental, opt-in)
- Potion effects impacting movement
- at minimum: speed + jump boost
- apply in local sim and reconcile with server updates
- Macro pass where repetition is high
- model/texture mappings
- packet mapping boilerplate
- Test coverage expansion
- movement invariants
- reconcile/replay correctness
- inventory click transaction correctness
- Optional crate boundary cleanup
- split systems further only if it reduces coupling
- Single executable packaging
- embed assets in binary
- keep options/accounts external and compatible
- Keep Windows support validated per release
- WASM support research
- networking strategy (likely websocket proxy)
- Movement/collision parity + front-perspective controls.
- Knockback + water/swim + falling blocks.
- Chest/container networking and UI.
- Remaining block/entity render coverage.
- Refactor/tests + packaging pass.
- ✅ Front-perspective controls (camera-relative) implemented.
- 🚧 Movement parity in progress (phase 1 done: block slipperiness/friction parity).
- ⬜ Collision parity edge cases (stairs/slabs/fences/doors) still pending.