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- OpenRaider
- TODO ( Updated 2003.05.17 )
- ==================================================================
-
- [Short list]
- * Replace USING_ defs with HAVE_ for the autoconf nutjobs
- * Ponytail loader back in
- * Var system, maybe using mlisp, to control entity/game
- attributes in realtime
- * Use new unified sector/fd system to have better world clipping
- * Get event system up
- * Animatated textures (tr2_opengl_ref:2027)
- * Any little bit of abstraction to reduce interfacing
- with TombRaider's complexity ( Offload more work to
- TombRaider class, but hide it behind abstract API )
- * Replace Render::drawModelMesh with OpenGLMesh use
- * Move OpenGLMesh array use back in...
- * Replace color_tri_t, texture_tri_t, and model_mesh_t
- with OpenGLMesh?
- * Weapons animations
- * Better user interface
- * System abstractions should be agregates not inherited
- also remove static members and force singleton
- Split OpenGL dep from System
- * Text subsystem needs looking at for possible overhaul soon
- * Checksum matches on torsos to do special animation per
- known models like in my freyja demo ;)
-
- [OpenRaider.cpp]
- * Remove skeletal_model_t dependency
- * Add client system
- * Add event system
- * Remove all Tomb Raider format dependence, move to generics
- * processMoveable needs to use generics
- * processMoveables needs to use generics and metadata
- * processSprites needs to use generics
- * processPakSounds needs to use generics and metadata
- * loadLevel's looping loaders need to move into the methods
- which would reduce function calls and section off better
-
- ==================================================================
-
- [General]
- * Automatic unit testing per system/agent
- * Scrict time based event/animation frames
- * Sound sampling to allow various rates traded off for ram
- * Account for TR3+ alpha in polygon building
- * AutoAim for 3rd person view
- * Metadata pak wrappers for sfx linking and previews
-
- [ TombRaider API ]
- * Add TR5 support and rewrite Room structures and etc as
- seperate classes as collections inside TombRaider class
- Move parsing into TombRaider as much as possible and improve
- memory use of TombRaider to perhaps read a room at a time
- off disk ( PS2 has limited memory )
-
- [Interface]
- * Multilevel menu system
- * Keyboard setup in RC
- * Key command event system needed, move it into System
- * Improve menu system and map select screens
- * Factor out a CVARS/RC system
- * Gobal options (CVARS) class
- * Model and Map selection via preview of some kind like a pic
- * Improve console: history, autocomplete
-
- [Network]
- * Playable multiplayer release
- * TCP use for moving data like HTML and models perhaps
- * HTML forms filler for automatic bug reporting ala 'talkback'
- * Handle cheat proxies: Bad yaws, pos, firing rates
- * Have server maintain game state
- * Allow client checks to remove players clientside on peer mode
-
- [Renderer]
- * Animation blending ( Rewrite of translator/animator )
- Seperate animations from models also add multibone support
- and weld TR4+ lara vertices ( skin )
- * New skeletal animation system ( current one mem wasteful )
- * Use room light intensity level for static mesh (room model) rendering
- * Add particles for weather, water drip/splash, metal material collisions,
- gunfire, etc
- * Account for room attrib flags for base visual and special fx in that room
- * Account for room vertices attrib flag for visual and special fx
- * Needs real portal visibility system
- * TR4 lara may needs to have mesh generation to fill in her gaps by
- looking for vertex 'rings' that match from the 2 meshes where gaps happen
- * Animated textures
- * Fix lighting to work in vertexlight as well as texture
- modes better
- * Better visiblity with full portal system
- * Better out of world camera handling, add smooth pan, drags
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