From 980eab74ea58e2de03350f7ad7aeb6970ce9a0a8 Mon Sep 17 00:00:00 2001 From: cinnaboot Date: Sat, 5 Jan 2019 17:54:17 -0500 Subject: [PATCH] move todo list to its own file --- TODO.md | 48 ++++++++++++++++++++++++++++++++++++++++++++++++ src/hexgame.cpp | 29 ----------------------------- 2 files changed, 48 insertions(+), 29 deletions(-) create mode 100644 TODO.md diff --git a/TODO.md b/TODO.md new file mode 100644 index 0000000..b3f6699 --- /dev/null +++ b/TODO.md @@ -0,0 +1,48 @@ + +##TODO: +- renderer + - 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 +- figure out bug in fragment shader when removing commented line +- move input handling out to new file, controller? +- map generation +- pathfinding +- assimp animation +- replace aixlog with custom logging iostream? +- think about combining mesh data and render_group data to save some memory + - actually don't need to save the vertex/normal buffers after passing to opengl +- use a storage pool for assimp meshes allowing reuse across entities + - also cache textures from loaded meshes for re-use +- replace remaining calls to malloc/free with safe(r) function in util.h + +##LATER TODO: +- add initial opengl constant for INT_MAX, and checks in render_group functions +- try out YAML instead of JSON (make sure can still use schema validation) +- 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 +- check for memory leaks w/ valgrind + +##DONE: +- add palette texture colors to hexgrid + - map palette index to UV coords for shader in hexgrid render_group + - fill hexgrid uv buffer with coordinates + - set use_texture to true on hexgrid render_group render_objects + - update hgUpdateColorBuffer to change uv buffer instead of color buffer + rename function and replace calls + - remove current_color/stored_color from hex_info struct + - remove uses of these in hexgame.cpp and hexgrid.cpp + - re-arrange vertex attributes in shader and render_group to remove color_buffer +- update hgUpdateColorBuffer() to use POD instead of gl_buffer +- remove color buffer from render_group +- implement texturing to reduce the number of meshes generated by assimp from materials (currently creates a sepereate mesh per material) + - need to do UV mapping on models, and parse UV data in shader diff --git a/src/hexgame.cpp b/src/hexgame.cpp index 5d1509a..78c3da7 100644 --- a/src/hexgame.cpp +++ b/src/hexgame.cpp @@ -1,32 +1,3 @@ -/******************************************************************************* - * TODO: - * - renderer - * - move input handling out to new file, controller? - * - 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 - * - * - implement texturing to reduce the number of meshes generated by assimp - * from materials (currently creates a sepereate mesh per material) - * - need to do UV mapping on models, and parse UV data in shader - * - map generation - * - pathfinding - * - assimp animation - * - replace aixlog with custom logging iostream? - * - think about combining mesh data and render_group data to save some memory - * - actually don't need to save the vertex/normal buffers after passing - * to opengl - * - use a storage pool for assimp meshes allowing reuse across entities - * - also cache textures from loaded meshes for re-use - * - replace remaining calls to malloc/free with safe(r) function in util.h - * - add cpu perforcmace counters in render loop - * - test YAML for scene loading https://yaml.org/ - * - maybe try deferred rendering at some point to use a ton of lights - * - check for memory leaks w/ valgrind - ******************************************************************************/ // Some defaults for the game layout #define DEBUG_DRAW true