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Ruststone Roadmap

This roadmap is derived from TODO.md and grouped by priority and implementation dependency.

1. Gameplay Correctness (Highest Priority)

  • 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 (F5 front), movement should be camera-relative (not inverted)

2. Core Combat/Physics Stability

  • 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

3. Inventory + Interaction Expansion

  • 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

4. Rendering Coverage

  • 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)

5. Effects + Attributes

  • Potion effects impacting movement
    • at minimum: speed + jump boost
    • apply in local sim and reconcile with server updates

6. Refactoring + Reliability

  • 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

7. Shipping

  • Single executable packaging
    • embed assets in binary
    • keep options/accounts external and compatible
  • Keep Windows support validated per release

8. Stretch Goals

  • WASM support research
    • networking strategy (likely websocket proxy)

Suggested Execution Order

  1. Movement/collision parity + front-perspective controls.
  2. Knockback + water/swim + falling blocks.
  3. Chest/container networking and UI.
  4. Remaining block/entity render coverage.
  5. Refactor/tests + packaging pass.

Step 1 Status

  • ✅ 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.