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move todo list to its own file

master
cinnaboot 8 years ago
parent
commit
980eab74ea
  1. 48
      TODO.md
  2. 29
      src/hexgame.cpp

48
TODO.md

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##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

29
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 // Some defaults for the game layout
#define DEBUG_DRAW true #define DEBUG_DRAW true

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