documentation:planning
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
documentation:planning [2012/05/25 12:49] – mhgamework | documentation:planning [2024/08/26 13:25] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== Planning ====== | ====== Planning ====== | ||
- | [[documentation: | ||
- | [[documentation: | ||
+ | [[: | ||
- | * [[documentation: | ||
- | * Implement Spotlight | ||
- | * Implement Spotlight Shadow Mapping (applies to pointlights to) | ||
- | * Re-implement Cascaded Shadow Mapping, now for the deferred directional light | ||
- | * Implement [[documentation: | ||
- | * Do some research for [[documentation: | ||
+ | * Think about a system that automatically creates a form from attributes in a class. This could make testing a lot easier. | ||
+ | * '' | ||
+ | * Networking: | ||
+ | * Created the auto [[: | ||
+ | * Implement the tests | ||
+ | * Support properties! | ||
+ | * TODO: make sure no invalid factories are loaded from the cache! | ||
+ | * TODO: not 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/ | ||
+ | * Cleanup unused/ commented code | ||
+ | * Add security checks: | ||
+ | * If not all transporters in the manager have a remote counterpart (partial synchronization), | ||
+ | * If a packettype has been added multiple times, and there are conflicts in resolving the transporters synchronization: | ||
+ | * Make sure the networksystem cannot deadlock | ||
+ | * Support UDP | ||
+ | * Support Compact packets | ||
+ | * Create the [[: | ||
- | * Ensure operation of the editor, with the new database system. | ||
- | * SceneEditor | ||
- | * Fix the worldeditor to run again | ||
- | * Adjust the WorldEditor/ | ||
- | * This should be independent from the database system | ||
- | * Add serialization mechanism to save and load scene' | ||
- | * 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/ | ||
- | * 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 | ||
- | | + | |
- | 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 | + | |
- | </ | + | |
- | * Make a class that renders an entity from preprocessed data, make that preprocesser | + | |
- | * Make a class that renders an entity from editor/full entity data. (slower) | + | |
- | * Tests! | + | |
- | * Load entities from the db at startup, and render them using one of the renderers (preprocessed preferably | + | |
- | * Create an Wavefront OBJ and mtl importer. Consider FBX importer? | ||
- | |||
- | * Networking: | ||
- | * Created the auto NetworkPacketFactory code generater | ||
- | * Implement the tests | ||
- | * Support properties! | ||
- | * TODO: make sure no invalid factories are loaded from the cache! | ||
- | * TODO: not 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/ | ||
- | * Cleanup unused/ commented code | ||
- | * Add security checks: | ||
- | * If not all transporters in the manager have a remote counterpart (partial synchronization), | ||
- | * If a packettype has been added multiple times, and there are conflicts in resolving the transporters synchronization: | ||
- | * Make sure the networksystem cannot deadlock | ||
- | * Support UDP | ||
- | * Support Compact packets | ||
- | * Create the ServerTransporters: | ||
- | |||
- | * 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/ | ||
- | * 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. < | ||
- | 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 | ||
- | </ | ||
- | |||
- | * Enable the Entity module to work in the ClientModule. | ||
- | |||
- |
documentation/planning.1337950169.txt.gz · Last modified: 2024/08/26 13:57 (external edit)