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