- clean up
- width/height should be restricted only to the view
- represent camera in world co-ordinates
- properly translate/project/scale
- divorce view from the window; should easily support multiple views
- ground
- change the numbers so they make more sense, ground at (0,0)
- perhaps 1 unit = 1mm or something like that
- make camera height explicit
- render with camera height of zero to get single line in centre
- properly calculate width, draw full-width
- might require fov calculation?
- calculate screen y and scaling factor for a given z
- limit number of draw calls per raster line
- fade out based on distance
- fill the gaps
- sort by z before drawing
- calculate g for control points
- calculate slope, only draw +ve slope
- brighten based on slope
- hook up controller
- move forwards/backwards
- translation (x and y)
- change the numbers so they make more sense, ground at (0,0)
- performance
- display fps
- road
- a road is just an x coordinate; instead of centering the road texture on the screen we use the x-coordinate corresponding to the g-distance of that segment of road, and probably use the same calculations as above for the width to determine what the screen-x coordinate is
- support multiple roads / tracks / rivers
- should fade to alpha near the borders so it blends with the terrain underneath
- allow the x-position of the eye to be changed, and the z-position too, so we can start running along roads / up hills and so on
- objects
- draw and move a sprite, locked to the ground
- add shadows, scaling and draw order
- algorithm to calculate sprites based on z value etc
- fade them in and out
- vectorballs
- add vectorball sprites
- aggregate objects with rotation
- sound
- physics
- engine
- release build
- support windows, linux and osx
- package installer
- debugger
- open a port for debugging
- configuration values as JSON
- write an external console in JS
kranzky/vectorballs
Folders and files
| Name | Name | Last commit date | ||
|---|---|---|---|---|