From 345fe1eaaefd2df55c02174e9f8d91aead7d786e Mon Sep 17 00:00:00 2001 From: cinnaboot Date: Mon, 7 Jan 2019 13:50:26 -0500 Subject: [PATCH] update TODO --- TODO.md | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) diff --git a/TODO.md b/TODO.md index 39e1e3a..2d5be87 100644 --- a/TODO.md +++ b/TODO.md @@ -1,13 +1,22 @@ ## TODO: +- better (flat) level mesh for testing grid position +- make hashmap grid type + - in-game editor for adding removing hexes to line up with terrain/indoor meshes +- position entities on grid hexes +- gooey + - add object inspector window + - modify position, scaling, rotation + - show vertex count, mesh filename, ... + - add 3d orientation widget to gooey - renderer + - consolodate textures into just the render_state->palette_image + - update copyMeshInfo() and meMeshInfo struct to remove image loading from filename + - update rgInitEntity() to set tex_id of palette_image - check over renderer, camera, gooey init after changes - pass in frame time to camera movement functions to decouple speed from framerate - test camera speed when moving with composite vector - may be fixed?? need to test by examining camera position between frames and compare the distance - - add 3d orientation widget to gooey -- make hashmap grid type -- position entities on grid hexes - remove checks for colors, textures from render_group functions - actually cannot remove checks for texture because some meshes aren't loaded properly - maybe can cause loading mesh to fail when more than one mesh per file @@ -29,7 +38,7 @@ - move from COLLADA output to glTF (GL Transmission Format) https://www.khronos.org/gltf/ - add config.js/yaml for application config (remove some defines everywhere) - maybe try deferred rendering at some point to use a ton of lights -- add cpu perforcmace counters in render loop +- add cpu performance counters in render loop - check for memory leaks w/ valgrind ## DONE: