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documentation:planning [2011/06/06 12:52] mhgameworkdocumentation:planning [2024/08/26 13:25] (current) – external edit 127.0.0.1
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 ====== Planning ====== ====== Planning ======
  
-  * [[documentation:rendering:deferred_rendering|Deferred rendering]] in XNA using MRT (diffuse, normal, depth, specular power, specular intensity) 
-    * Implement Spotlight  
-    * Implement Spotlight Shadow Mapping (applies to pointlights to) 
-    * Re-implement Cascaded Shadow Mapping, now for the deferred directional light 
-  * Implement [[documentation:rendering:ssao|Screen Space Ambient Occlusion (SSAO)]] 
-  * Do some research for [[documentation:rendering:hdr|HDR]] 
  
 +[[:documentation:planning:small|Small tasks]] [[:documentation:planning:todo|TODO]]
  
  
 +    * Think about a system that automatically creates a form from attributes in a class. This could make testing a lot easier.
  
-  * Ensure operation of the editor, with the new database system. 
-    * SceneEditor 
-      * Fix the worldeditor to run again 
-      * Adjust the WorldEditor/sceneeditor to allow Entity Placement with new Database System 
-        * This should be independent from the database system 
-      * Add serialization mechanism to save and load scene's, from database and from file. 
-    * Implement the EditorMeshRenderData 
-      * Write test 
-      * Support materials 
-    * Work on ColladaMeshImporter. Test! 
-      * Test rendering the loaded data 
-    * Support saving meshes to XML! 
-    * Make support for Entities again.  
-      * Save and load the Objects to and from the database 
-      * Save them to the database.  
-        * Find some way to solve the whole textures/shaders issue 
-      * Write the tests 
-    * Enable saving anything to a file. This requires some kind of functionality to link these files in case references are needed (like with a terrain that has textures) 
-    * Enable saving to the WorldDatabase working copy 
  
-  Think about a system that automatically creates a form from attributes in a class. This could make testing a lot easier.<code> +    '' Support rendering entities in the client (clean up/remake old version) EDIT: all these things are postphoned for the moment, since all below depend on render batching algorithms,  and shader usage structure, not yet defined ''  
-Support rendering entities in the client (clean up/remake old version) +    * Networking: 
-EDIT: all these things are postphoned for the moment, since all below depend on render batching algorithms,  +      * Created the auto [[:documentation:networkpacketfactory|NetworkPacketFactory]] code generater 
-and shader usage structure, not yet defined +        Implement the tests 
-</code> +          * Support properties! 
-    Make a class that renders an entity from preprocessed data, make that preprocesser +        * TODO: make sure no invalid factories are loaded from the cache! 
-    Make a class that renders an entity from editor/full entity data. (slower+        TODO: not using the attribute on the class itself atm 
-    Tests! +        * Implement custom serialization support 
-    Load entities from the db at startup, and render them using one of the renderers (preprocessed preferably+      * Write a performance test: send loads of packets after each other, see if they all arrive and at what speed (packets/sec
 +      Cleanup unused/ commented code 
 +      Add security checks: 
 +        * If not all transporters in the manager have a remote counterpart (partial synchronization), then notify. 
 +        * If a packettype has been added multiple times, and there are conflicts in resolving the transporters synchronization: notify 
 +        * Make sure the networksystem cannot deadlock 
 +      * Support UDP 
 +      * Support Compact packets 
 +      * Create the [[:documentation:servertransporters|ServerTransporters]]: sending to multiple remotes?
  
-  * Create an Wavefront OBJ and mtl importer. Consider FBX importer? 
  
-  * Networking: +    * Implement the [[:documentation:connectclientnonnetworked|ConnectClientNonNetworked]] functionality.
-    * Created the auto NetworkPacketFactory code generater +
-      * Implement the tests +
-        * Support properties! +
-      * TODOmake sure no invalid factories are loaded from the cache! +
-      * TODOnot using the attribute on the class itself atm +
-      * Implement custom serialization support +
-    * Write a performance test: send loads of packets after each other, see if they all arrive and at what speed (packets/sec) +
-    * Cleanup unused/ commented code +
-    * Add security checks: +
-      * If not all transporters in the manager have a remote counterpart (partial synchronization), then notify. +
-      * If a packettype has been added multiple times, and there are conflicts in resolving the transporters synchronization: notify +
-      * Make sure the networksystem cannot deadlock +
-    * Support UDP +
-    * Support Compact packets +
-    * Create the ServerTransporters: sending to multiple remotes? +
- +
-  * Implement the ConnectClientNonNetworked functionality. +
-  * Complete the ColladaSchema project +
-    * Add documentation about it in this document +
-    * Complete it so it fully complies with the collada specification. Elements not implemented must be captured by the XMLAnyElement/Attribute attribute so when saving a loaded document no information is lost. +
-    * Write tests that verify its operation +
- +
-  * Synchronize the database with a server (two-way). +
- +
-  * Lighting engine +
-  * Think out gameplay! +
- +
-  * Particle engine +
- +
-  * Create dynamic synchronization (in game sync, not startup sync, of dynamic objects). +
- +
-  * Make the Terrain Client application logic. <code> +
-Enable the Terrain module to work in TheWizardsclient. +
-Extra but tedious: (a lot of work, not really necessary atm) +
-Make Unit tests for the client Terrain +
-Cleanup the client Terrain +
-</code> +
- +
-  * Enable the Entity module to work in the ClientModule. +
- +
- +
  
documentation/planning.1307364725.txt.gz · Last modified: 2024/08/26 13:57 (external edit)

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