Open Source Tomb Raider Engine
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TODO 4.2KB

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  1. OpenRaider TODO 2014
  2. ====================
  3. * Mac Setup Script:
  4. - Check not only for existence of ~/.OpenRaider but for all
  5. necessary files, so the user can update.
  6. * Fix up the UNIT tests. Maybe move them into separate files?
  7. * Remove install_name_tool in Makefile, as it is a problem with
  8. building freealut on Mac
  9. OpenRaider
  10. TODO ( Updated 2003.05.17 )
  11. ==================================================================
  12. [Short list]
  13. * Replace USING_ defs with HAVE_ for the autoconf nutjobs
  14. * Ponytail loader back in
  15. * Var system, maybe using mlisp, to control entity/game
  16. attributes in realtime
  17. * Use new unified sector/fd system to have better world clipping
  18. * Get event system up
  19. * Animatated textures (tr2_opengl_ref:2027)
  20. * Any little bit of abstraction to reduce interfacing
  21. with TombRaider's complexity ( Offload more work to
  22. TombRaider class, but hide it behind abstract API )
  23. * Replace Render::drawModelMesh with OpenGLMesh use
  24. * Move OpenGLMesh array use back in...
  25. * Replace color_tri_t, texture_tri_t, and model_mesh_t
  26. with OpenGLMesh?
  27. * Weapons animations
  28. * Better user interface
  29. * System abstractions should be agregates not inherited
  30. also remove static members and force singleton
  31. Split OpenGL dep from System
  32. * Text subsystem needs looking at for possible overhaul soon
  33. * Checksum matches on torsos to do special animation per
  34. known models like in my freyja demo ;)
  35. [OpenRaider.cpp]
  36. * Remove skeletal_model_t dependency
  37. * Add client system
  38. * Add event system
  39. * Remove all Tomb Raider format dependence, move to generics
  40. * processMoveable needs to use generics
  41. * processMoveables needs to use generics and metadata
  42. * processSprites needs to use generics
  43. * processPakSounds needs to use generics and metadata
  44. * loadLevel's looping loaders need to move into the methods
  45. which would reduce function calls and section off better
  46. ==================================================================
  47. [General]
  48. * Automatic unit testing per system/agent
  49. * Scrict time based event/animation frames
  50. * Sound sampling to allow various rates traded off for ram
  51. * Account for TR3+ alpha in polygon building
  52. * AutoAim for 3rd person view
  53. * Metadata pak wrappers for sfx linking and previews
  54. [ TombRaider API ]
  55. * Add TR5 support and rewrite Room structures and etc as
  56. seperate classes as collections inside TombRaider class
  57. Move parsing into TombRaider as much as possible and improve
  58. memory use of TombRaider to perhaps read a room at a time
  59. off disk ( PS2 has limited memory )
  60. [Interface]
  61. * Multilevel menu system
  62. * Keyboard setup in RC
  63. * Key command event system needed, move it into System
  64. * Improve menu system and map select screens
  65. * Factor out a CVARS/RC system
  66. * Gobal options (CVARS) class
  67. * Model and Map selection via preview of some kind like a pic
  68. * Improve console: history, autocomplete
  69. [Network]
  70. * Playable multiplayer release
  71. * TCP use for moving data like HTML and models perhaps
  72. * HTML forms filler for automatic bug reporting ala 'talkback'
  73. * Handle cheat proxies: Bad yaws, pos, firing rates
  74. * Have server maintain game state
  75. * Allow client checks to remove players clientside on peer mode
  76. [Renderer]
  77. * Animation blending ( Rewrite of translator/animator )
  78. Seperate animations from models also add multibone support
  79. and weld TR4+ lara vertices ( skin )
  80. * New skeletal animation system ( current one mem wasteful )
  81. * Use room light intensity level for static mesh (room model) rendering
  82. * Add particles for weather, water drip/splash, metal material collisions,
  83. gunfire, etc
  84. * Account for room attrib flags for base visual and special fx in that room
  85. * Account for room vertices attrib flag for visual and special fx
  86. * Needs real portal visibility system
  87. * TR4 lara may needs to have mesh generation to fill in her gaps by
  88. looking for vertex 'rings' that match from the 2 meshes where gaps happen
  89. * Animated textures
  90. * Fix lighting to work in vertexlight as well as texture
  91. modes better
  92. * Better visiblity with full portal system
  93. * Better out of world camera handling, add smooth pan, drags