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? = unshure what to do
- = todo
o = do today
x = done
+ = in progress...
<-- ----------------------------------------------------------------------- -->
[[Krieger Final]]
- (fiver2) logo
- (fiver2) intro content
- (fiver2) spawn-machines
- (fiver2) full level
- (fiver2) monster verteilen
- (chaos) special effects
- schuss
- treffer / daneben
- monster death
- große explosion visualisieren
- spawn effekte
- player was hit
- (chaos) walk operator einstellungen überarbeiten
- schönere, sauberere beinarbeit
- kollision sollte langsamer sein als beine
- (chaos) schönere bewegungs-ai (seitwärts steppen)
- (chaos) schaufenster-modus
- (ryg) gamma correction
- (ryg) specular on/off
- (ryg) fehlermeldung bei falscher hardware
<-- ----------------------------------------------------------------------- -->
<<< done >>>
3.305:
- undo does not update display
- uv-mapping bei cube
- hintline for selectcube
- 'e' minmesh
- shadows
3.304:
- bricks mit fein links-rechts weiterschieben
- commandline-player (that's better than incasm-debugging)
- fix _config.hpp for new project file
- fix demo-name problem
- buzz timing button
3.303: 050514
- texture op "bricks"
3.302:
- intro capablity
- material 2.0
<-- ----------------------------------------------------------------------- -->
<-- ----------------------------------------------------------------------- -->
MASTER PLAN
+ gameplay
+ shadows
- lightsource-management
- particles
- size
- speed
- optional features
<-- ----------------------------------------------------------------------- -->
<<< RYG >>>
--- vertexshader constants ---
frequent section
- 4x4 model->screen xform c0-c3
- 4 light pos (mdlspace) vec c4
- 4 light attenuate uvt vec c5
- 4 cam pos (mdlspace) vec c6
- 4 texture scale 4x flt c7
infrequent section
- 2x4 tex srt 1 xform c8-c9
- 2x4 tex srt 2 xform c10-c11
- 4x4 tex special 1 xform c12-c15
- 4x4 tex special 2 xform c16-c19
- 4 fog xform vec c20
constant section
- 4 0.5, -0.5, 0.0, 1.0 4x flt always c24.xyzw
- 4 2.0, -1.0, 1.0, .001 4x flt always c25.xyzw
--- vertexshader register allocation ---
source:
v0 = position (mdlspace)
v1 = texture coord 0 (if available)
v2 = texture coord 1 (if available)
v3 = compressed tgsp basis 1 (if available) => packed normal
v4 = compressed tgsp basis 2 (if available) => packed tangent
v5 = vertex color (if available)
temp:
r0-r3 = designated temporary/calculation area
r4 = computed mdlspace position (if any)
r5 = position (scrspace) / pos->camera (mdlspace)
r6 = normal in modelspace (tgsp basis x axis)
r7 = binormal in modelspace (tgsp basis y axis)
r8 = tangent in modelspace (tgsp basis z axis)
--- pixelshader constants ---
material section
- 4x4 colors 0-3 4x col per mtrl c0-c3
OR light section (diffuse)
- 3x4 light colors 3x col per lgt c0-c2
- 4 (0,1,0) 3x flt c3
OR light section (specular)
- 3 light intensities 3x flt per lgt c0.xyz
- 2 specular A 2x flt per lgt c1.zw
constant section
- 4 0.5,-0.5,0,1 4x flt c6
- 4 1.0,0.0,0.0,0.5 4x flt c7
--- end ---
- bugs:
- crash when subdiving xsi objects
- features:
- ps2.0 autodetect (for specular)
- better 3d sound (partially done)
- splines texture op
- sticky edit ops
-
<fiver2^fB> btw, ryg, hast du interesse, die verwaltung der pages mal etwas
zu fixen?
buggen: fokus wird oft vergessen, so dass man nicht sieht was man macht.
wenn man eine page in einen ordner verschiebt sollte der auto geöffnet werden.
und man müsste ganze ordner mit inhalt verschieben können.
-
<fiver2^fB> und ich wünsche mir schon lange einen auto-r2t von objekt
silhouetten. was ich meine ist ein op, der ein objekt aus einer ortogonal
ansicht in ne textur rendert. und zwar so, dass möglichst problemlos diese
textur wieder auf das objekt projeziert werden kann.
- code quality:
- several pieces of caching code in _start.cpp need cleanup badly
- general cleanup
- later
- lekktor-brauchbarkeit
<-- ----------------------------------------------------------------------- -->
<<< CHAOS >>>
- now
- move always
- prevent monsters from sticking together
x GetInst instancemem template
- monsters can hit themself...
- monster line of sight / shot
- shooting from outside collision -> problems
- gizmo: partikelsysteme unsichtbar sobald der schuss unsichtbar wird
- ball-bombe
- later
- disable monsters far away
- alle monster fixen
- life-balken
- respawn point / unlimited lifes. loose weapon on death?
- game-focus wird verloren wenn usb-stick removed
<-- ----------------------------------------------------------------------- -->
<-- ----------------------------------------------------------------------- -->
<-- ----------------------------------------------------------------------- -->
<-- ----------------------------------------------------------------------- -->
- head collision
- kantenkollision
- kopfkollision
- kollisionsverbidung optimieren
- tweaks
- switches are "or" of all zones that affect them
- collision-damp factor by initial impact dot product
- offset gravity after collision by initial impact dot product
- reflect particles (if they want it)
- fade out life-bar
- dynamic zones
- 'r' reset crates in game
- translate as variable
- clean up physics
- better ai
- near clip plane
- remove KOpCurrent (use calling convention!)
- double-jump.
- dynamic zones
- bugs
- shooting from outside collision -> problems
- find something like switches but hirarchically...
- monster and portals
<<< Later >>>
- feature requests
- events die nur animationen starten, aber nicht neue objekte.
- color-picker
- progress bar
- comment operator
- two splines with same name
- animation parameter: input types color, int
- visualise spline (srt) in 3d
- hidden faces in wireframe.
- database
- table view of all ops
- query / view language
- query / view gui
- table header
- table header gui
- system table: switch name operator
- comment operator to "autoplace" database entries
- new browser
- filtering does nor work correctly for ".."
- for ops/event/splines ".." "..." "->" everywhere
- filter browser for links
- filter browser on demand (by checkboxes)
- dragging in browser-lists select entries while dragging
- preview on/off
<-- ----------------------------------------------------------------------- -->
<<< engine >>>
[finaliseres]
- sprite / tree / spike
- shadow
- finns
- outline
- thickline
- lines
- extrude normal (always)
[fx-chain]
- camera op
- fog
- fx-ops
- copy, layer2d, color, highlights
- blur, crashzoom
- sharpen
- depth dependent blur
- smear (motion blur)
- head-up-display op
- render-to-texture
- controlled glares
- create object in middle of world
- crashzoom that object
- zbuffer-composite the crashzoom
- cubemaps
- create texture with 1234|5x6x
- upload that texture as cubemap
- add cubemap support to envi
- cubemap-rendertargets
[material]
- lerp with color, not alpha
- bumpenv ist nicht vom licht abhängig! optimieren!
- better shadows
- brdf & toon
- stencil problems: sat or not?
- fog
[particle system]
[polygon nachziehen]
<-- ----------------------------------------------------------------------- -->
<<< sound >>>
- ambient effekte
- gegnersounds
- waffensounds
- music
<-- ----------------------------------------------------------------------- -->
<<< menu >>>
- installer
- main-menu
- options
- highscores
- punkte-zähl-screen
- gewinn-screen
- progress bar
<-- ----------------------------------------------------------------------- -->
<<< Gui >>>
[presets]
- selforganising operator presets
- show how similar a preset is to what you have currently edited
- use different presets from list, but allow revert to old parameters (cancel)
[medium importance or uncertains]
- better string editing
- kiffer-fly-mode ( gedämpfte bewegung)
- mask-operator : nach feldern
- check mesh operators for input type
- andere farbe für collision cube operators
x correct X-Y-Z orthogonal views
- vertex-markers should get smaller/darker with distance
- "colorise" pages in page list
- start new page in the middle of the page
- in birdseye: right mousebutton moves whole hirarhy
[absolutly unimportant or too hard to do]
- find related operators and compare parameters. (spare / original)
- select cube so modifizieren, dass man ein einzelnes poly raycast selecten kann und der selectcube automatisch die werte anpasst.
- auf dem cube ist manchmal nicht genug rechenzeit über um winamp laufen zu lassen (aussetzer nonstop)
- wenn ein objekt-op angeclickt wird sollte man in der scene sehen können
WAS selektiert wurde, so muss ich immer an einem parameter drehen um zu sehen welchen
cube ich grade habe (parameter-shake für ein paar millisekunden z.b.)
- camera link edit
- save camera settings in scene
- farbig unterlegte op-parameter
- redo keyboard input. right-shift + cursor is not working
[buttonleiste]
- camera-slots
- page/time/spline
- play/stop/loop
- quicksave
- save
- saveas
- change quantise factor for SRT (independently)
<-- ----------------------------------------------------------------------- -->
<<< ryg >>>
- partial subdivide w/ creases
- echter bevel (WIE? :)
- proper outmask concept for extrude
<-- ----------------------------------------------------------------------- -->
<<< later >>>
[texture]
- ! kanten finden filter
- !rotate mul: recursive: scroll ist ungenau - die abstände zwischen den einzelnen einheiten ist unterschiedlich!
- kanten finden filter
- 2d op lines
- 2d-rotatemul mit random (auch recursive?)
- random fill ist doch eine gute idee! (anzahl füll-punkte, füll-schwellwert, mindesthelligkeits-schwellwert?, farbe)
- 2dbump: der power-wert ist nicht schön. früher war es möglich, recht spitz zulaufende glows zu machen. selbst die kleinsten werte ergeben jetzt aber keine zufriedenstellenden ergebnisse.
- import fonts
- bump mit soft-self-shadow
<-- ----------------------------------------------------------------------- -->
<<< cleanup >>>
- unit-tests einbauen
- Templated String Class benutzen
- sListControl & sTreeControl: eine "zwischenklasse" zwischen control und
container einfügen.
- when doing document-change handling, care about Animatable Parameters
<-- ----------------------------------------------------------------------- -->
<-- ----------------------------------------------------------------------- -->
History:
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