Open Source Tomb Raider Engine
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  1. Mac Setup Script:
  2. - Check not only for existence of ~/.OpenRaider but for all necessary files, so the user can update.
  3. OpenRaider
  4. TODO ( Updated 2003.05.17 )
  5. ==================================================================
  6. [Short list]
  7. * Replace USING_ defs with HAVE_ for the autoconf nutjobs
  8. * Ponytail loader back in
  9. * Var system, maybe using mlisp, to control entity/game
  10. attributes in realtime
  11. * Use new unified sector/fd system to have better world clipping
  12. * Get event system up
  13. * Animatated textures (tr2_opengl_ref:2027)
  14. * Any little bit of abstraction to reduce interfacing
  15. with TombRaider's complexity ( Offload more work to
  16. TombRaider class, but hide it behind abstract API )
  17. * Replace Render::drawModelMesh with OpenGLMesh use
  18. * Move OpenGLMesh array use back in...
  19. * Replace color_tri_t, texture_tri_t, and model_mesh_t
  20. with OpenGLMesh?
  21. * Weapons animations
  22. * Better user interface
  23. * System abstractions should be agregates not inherited
  24. also remove static members and force singleton
  25. Split OpenGL dep from System
  26. * Text subsystem needs looking at for possible overhaul soon
  27. * Checksum matches on torsos to do special animation per
  28. known models like in my freyja demo ;)
  29. [OpenRaider.cpp]
  30. * Remove skeletal_model_t dependency
  31. * Add client system
  32. * Add event system
  33. * Remove all Tomb Raider format dependence, move to generics
  34. * processMoveable needs to use generics
  35. * processMoveables needs to use generics and metadata
  36. * processSprites needs to use generics
  37. * processPakSounds needs to use generics and metadata
  38. * loadLevel's looping loaders need to move into the methods
  39. which would reduce function calls and section off better
  40. ==================================================================
  41. [General]
  42. * Automatic unit testing per system/agent
  43. * Scrict time based event/animation frames
  44. * Sound sampling to allow various rates traded off for ram
  45. * Account for TR3+ alpha in polygon building
  46. * AutoAim for 3rd person view
  47. * Metadata pak wrappers for sfx linking and previews
  48. [ TombRaider API ]
  49. * Add TR5 support and rewrite Room structures and etc as
  50. seperate classes as collections inside TombRaider class
  51. Move parsing into TombRaider as much as possible and improve
  52. memory use of TombRaider to perhaps read a room at a time
  53. off disk ( PS2 has limited memory )
  54. [Interface]
  55. * Multilevel menu system
  56. * Keyboard setup in RC
  57. * Key command event system needed, move it into System
  58. * Improve menu system and map select screens
  59. * Factor out a CVARS/RC system
  60. * Gobal options (CVARS) class
  61. * Model and Map selection via preview of some kind like a pic
  62. * Improve console: history, autocomplete
  63. [Network]
  64. * Playable multiplayer release
  65. * TCP use for moving data like HTML and models perhaps
  66. * HTML forms filler for automatic bug reporting ala 'talkback'
  67. * Handle cheat proxies: Bad yaws, pos, firing rates
  68. * Have server maintain game state
  69. * Allow client checks to remove players clientside on peer mode
  70. [Renderer]
  71. * Animation blending ( Rewrite of translator/animator )
  72. Seperate animations from models also add multibone support
  73. and weld TR4+ lara vertices ( skin )
  74. * New skeletal animation system ( current one mem wasteful )
  75. * Use room light intensity level for static mesh (room model) rendering
  76. * Add particles for weather, water drip/splash, metal material collisions,
  77. gunfire, etc
  78. * Account for room attrib flags for base visual and special fx in that room
  79. * Account for room vertices attrib flag for visual and special fx
  80. * Needs real portal visibility system
  81. * TR4 lara may needs to have mesh generation to fill in her gaps by
  82. looking for vertex 'rings' that match from the 2 meshes where gaps happen
  83. * Animated textures
  84. * Fix lighting to work in vertexlight as well as texture
  85. modes better
  86. * Better visiblity with full portal system
  87. * Better out of world camera handling, add smooth pan, drags