Updated readme

dev
shariq 8 years ago
parent 5d35656b0c
commit d400f14770
  1. 614
      README
  2. 1
      orgfile.org

614
README

@ -14,9 +14,12 @@ _________________
.. 1.2 License
.. 1.3 File format specifications
..... 1.3.1 Entity
..... 1.3.2 Configuration Variables a.k.a cvars
..... 1.3.2 Configuration Variables a.k.a cfg-vars
..... 1.3.3 Keybindings
..... 1.3.4 Level/Scene
..... 1.3.5 Materials
..... 1.3.6 Mesh/Geometry
.. 1.4 Notes on entity Systems
2 Things TODO
.. 2.1 DONE Input
.. 2.2 DONE Shaders
@ -40,79 +43,108 @@ _________________
.. 2.20 DONE Camera
.. 2.21 DONE Test render
.. 2.22 TODO Bounding Boxes
.. 2.23 TODO File extension checking for asset loading
.. 2.24 DONE Materials
.. 2.25 DONE Mesh/Model
.. 2.26 TODO Add modifiers to input maps to enable combinations for example, c-x, m-k etc
.. 2.27 DONE Heirarchical Transforms
.. 2.28 DONE Materials with textures
.. 2.29 DONE Lights!
.. 2.30 DONE Fix problems with texture units
.. 2.31 CANCELED Draw light volumes
.. 2.32 DONE Fix problems with frustrum culling
.. 2.33 TODO 2d drawing routines
.. 2.34 DONE Gui
.. 2.35 CANCELED Image based lighting?
.. 2.36 CANCELED Deferred rendering?
.. 2.37 DONE Fix mouse bugs on windows
.. 2.38 TODO Configuration/Settings load/save handling
.. 2.39 DONE Fix mousewheel bugs and gui not responding to mousewheel input
.. 2.40 TODO Ability to mark meshes for debug rendering with possibility of different color for each?
.. 2.41 TODO Setup cross compilation with mingw or stick to msvc?
.. 2.42 TODO Add marking or queuing up custom meshes for debug render with particular transform and color for rendering bounding spheres for example
.. 2.43 DONE Toggleable debug drawing for meshes
.. 2.44 TODO Interleaved vbos for meshes and changes to blender exporter accordingly
.. 2.45 TODO Enumerate and save all the uniform and attribute positions in shader when it is added and cache them in shader object?
.. 2.46 TODO Physics/Collision detection in 2d
.. 2.47 TODO Complete gui integration
.. 2.48 TODO Allow passsing base path as commandline argument?
.. 2.49 DONE Add strings and booleans to variant types
.. 2.50 DONE Fix Key release not being reported
.. 2.51 TODO Better handling incase assets folder is not found?
.. 2.52 DONE OpenAL not working in releasebuilds
.. 2.53 DONE 3d sound using OpenAL
.. 2.54 TODO Ogg format loading and playback
.. 2.55 TODO Sound streaming
.. 2.56 TODO Implment missing sound source properties (inner/outer cone, getting sound source data)
.. 2.57 TODO Ingame console and console commands etc
.. 2.58 TODO Allow binding/unbinding input maps to functions at runtime, for example if input map "Recompute" is triggered, it would call some function that can recompute bounding spheres.
.. 2.59 TODO Better handling of wav format checking at load time
.. 2.60 TODO Array-based Hashmaps
.. 2.61 TODO Sprite sheet animations
.. 2.62 TODO Replace orgfile with simple text readme and reduce duplication?
.. 2.63 TODO Ray picking
.. 2.64 TODO Shadow maps
.. 2.65 TODO Log output to file on every run
.. 2.66 TODO Print processor stats and machine capabilites RAM etc on every run to log.
.. 2.67 TODO Milestone: Pong!
.. 2.68 TODO Do input maps really need to be queried by their string names?
.. 2.69 TODO Reloading shaders?
.. 2.70 TODO Separate Debug/Editor camera from the active camera in the scene that can be switched to at any time
.. 2.71 DONE Live data views in editor
.. 2.72 DONE Camera resize on window reisze
.. 2.73 DONE Resizable framebuffers and textures
.. 2.74 DONE Support for multiple color attachments in framebuffers?
.. 2.75 TODO Multisampled textures and framebuffers
.. 2.76 DONE Better way to store and manage textures attached to framebuffers
.. 2.77 TODO Validate necessary assets at game launch
.. 2.78 TODO Gamma correctness
.. 2.79 DONE Variant type
.. 2.80 TODO Log and debug/stats output in gui
.. 2.81 TODO Editor
.. 2.82 TODO Event Subsystem
.. 2.83 TODO Keybindings for gui?
.. 2.84 TODO Textual/Binary format for data serialization and persistance
.. 2.85 TODO Better logging
.. 2.86 TODO Hatching/Ink rendering style
.. 2.87 DONE Fix frustum culling sometimes not working
.. 2.88 DONE Compile and test on windows
.. 2.89 TODO Array based string type comptible with cstring(char*)
.. 2.90 DONE Fix mouse bugs
.. 2.91 DONE Fix
.. 2.92 DONE issues with opengl context showing 2.1 only
.. 2.93 TODO Improve this readme
.. 2.94 TODO ???
.. 2.95 TODO Profit!
.. 2.23 DONE Fix input lag and other framerate related issues
.. 2.24 TODO File extension checking for asset loading
.. 2.25 DONE Materials
.. 2.26 DONE Mesh/Model
.. 2.27 DONE Add modifiers to input maps to enable combinations for example, c-x, m-k etc
.. 2.28 TODO Only allocate hashmap bucket when required
.. 2.29 TODO Mapping actions to keybindings, for example map action "Jump" to Space key etc
.. 2.30 DONE Heirarchical Transforms
.. 2.31 DONE Materials with textures
.. 2.32 DONE Lights!
.. 2.33 DONE Fix problems with texture units
.. 2.34 CANCELED Draw light volumes
.. 2.35 DONE Fix problems with frustrum culling
.. 2.36 TODO 2d drawing routines
.. 2.37 DONE Gui
.. 2.38 CANCELED Image based lighting?
.. 2.39 CANCELED Deferred rendering?
.. 2.40 DONE Fix mouse bugs on windows
.. 2.41 DONE Configuration/Settings load/save handling
.. 2.42 DONE Fix mousewheel bugs and gui not responding to mousewheel input
.. 2.43 TODO Ability to mark meshes for debug rendering with possibility of different color for each?
.. 2.44 TODO Switch to completely static allocation of entites i.e. have a static array of MAX_ENTITIES size. This way we can store pointers to entites and they'll still be in an array and fast to process.
.. 2.45 DONE Setup cross compilation with mingw or stick to msvc?
.. 2.46 TODO Add marking or queuing up custom meshes for debug render with particular transform and color for rendering bounding spheres for example
.. 2.47 DONE Toggleable debug drawing for meshes
.. 2.48 TODO Interleaved vbos for meshes and changes to blender exporter accordingly
.. 2.49 TODO Enumerate and save all the uniform and attribute positions in shader when it is added and cache them in shader object?
.. 2.50 TODO Physics/Collision detection in 2d
.. 2.51 TODO Complete gui integration
.. 2.52 TODO Allow passsing base path as commandline argument?
.. 2.53 TODO Remove components and switch to "Fat Entities" i.e. one entity struct contains all combinations
.. 2.54 TODO Use variants for material params
.. 2.55 TODO Improve Material Parameters/Pipeline Uniforms/Instance Uniforms are handled
.. 2.56 TODO Fix light rotation/direction bugs
.. 2.57 DONE In second refactor pass, use entities everywhere, no need to pass in transform and model separately for example since they're both part of the same entity anyway
.. 2.58 DONE Show SDL dialogbox if we cannot launch at all?
.. 2.59 DONE Writing back to config file
.. 2.60 DONE Reading from config file
.. 2.61 DONE Variant -> String conversion procedure. Use in editor for debug var slots
.. 2.62 DONE Add strings and booleans to variant types
.. 2.63 DONE Fix Key release not being reported
.. 2.64 TODO Better handling incase assets folder is not found?
.. 2.65 TODO Write entity to/from file
.. 2.66 DONE OpenAL not working in releasebuilds
.. 2.67 DONE 3d sound using OpenAL
.. 2.68 TODO Ogg format loading and playback
.. 2.69 TODO Stick with OpenAL or switch to SoLoud + SDL for sound?
.. 2.70 TODO Sound streaming
.. 2.71 TODO Implment missing sound source properties (inner/outer cone, getting sound source data)
.. 2.72 TODO Ingame console and console commands etc
.. 2.73 TODO Allow binding/unbinding input maps to functions at runtime, for example if input map "Recompute" is triggered, it would call some function that can recompute bounding spheres.
.. 2.74 TODO Better handling of wav format checking at load time
.. 2.75 DONE Fix frustum culling bugs
.. 2.76 DONE Array-based Hashmaps
.. 2.77 TODO Sprite sheet animations
.. 2.78 DONE Fix bugs with heirarchical transformations
.. 2.79 TODO Replace orgfile with simple text readme and reduce duplication?
.. 2.80 TODO Ray picking
.. 2.81 DONE Remove reduntant "settings" structures and move all configuration stuff to config variables
.. 2.82 TODO Shadow maps
.. 2.83 DONE Log output to file on every run
.. 2.84 TODO Print processor stats and machine capabilites RAM etc on every run to log.
.. 2.85 TODO Milestone: Pong!
.. 2.86 TODO Do input maps really need to be queried by their string names?
.. 2.87 TODO Reloading all the things! (textures/shaders/models/settings/entities etc)
.. 2.88 TODO Separate Debug/Editor camera from the active camera in the scene that can be switched to at any time
.. 2.89 TODO Make logging to file and console toggleable at complie-time or run-time
.. 2.90 DONE Add option to specify where to read/write files from instead of being hard-coded assets dir
.. 2.91 TODO Add default keybindings
.. 2.92 TODO Write default config/keybindings etc to file if none are found in preferences dir
.. 2.93 DONE Fix input map bugs
.. 2.94 TODO Wrap malloc and free calls in custom functions to track usage
.. 2.95 TODO Flatpak packaging for linux releases
.. 2.96 TODO Use hashmap for debugvar slots in editor
.. 2.97 TODO Use hashmap to store input maps
.. 2.98 DONE Live data views in editor
.. 2.99 DONE Camera resize on window reisze
.. 2.100 DONE Resizable framebuffers and textures
.. 2.101 DONE Support for multiple color attachments in framebuffers?
.. 2.102 TODO Multisampled textures and framebuffers
.. 2.103 DONE Better way to store and manage textures attached to framebuffers
.. 2.104 TODO Validate necessary assets at game launch
.. 2.105 TODO Gamma correctness
.. 2.106 DONE Variant type
.. 2.107 TODO Log and debug/stats output in gui
.. 2.108 TODO Editor automatic window layout adjusting to the current window resolution
.. 2.109 DONE Editor
.. 2.110 TODO Event Subsystem
.. 2.111 TODO Keybindings for gui?
.. 2.112 TODO Textual/Binary format for data serialization and persistance
.. 2.113 TODO Better logging
.. 2.114 TODO Hatching/Ink rendering style
.. 2.115 DONE Fix frustum culling sometimes not working
.. 2.116 DONE Compile and test on windows
.. 2.117 TODO Array based string type comptible with cstring(char*)
.. 2.118 TODO Separate game, engine and assets into different repositories. Combine as sub-repositories
.. 2.119 DONE Fix mouse bugs
.. 2.120 DONE Fix
.. 2.121 DONE issues with opengl context showing 2.1 only
.. 2.122 TODO Improve this readme
.. 2.123 TODO ???
.. 2.124 TODO Profit!
1 Project Symmetry
@ -137,30 +169,88 @@ _________________
1.3.1 Entity
------------
// Comment, Sample entity definition in file, paremeters left out are
set to defaults // Empty line at the end specifies end of entity
definition entity: "Something" position: 0 0 0 scale: 1 1 1 rotation:
0 0 0 1 model: "suzanne.pamesh" material: "blinn_phong" diffuse_color:
1 0 0 1 diffuse_texture: "checkered.tga" specular: 0.55
entity: "Something" position: 0 0 0 scale: 1 1 1 rotation: 0 0 0 1
model: "suzanne.pamesh" material: "blinn_phong" diffuse_color: 1 0 0 1
diffuse_texture: "checkered.tga" specular: 0.55
- Add to_string functions for major structs like transform, model etc
to ease in conversion?
1.3.2 Configuration Variables a.k.a cvars
-----------------------------------------
// Comment render_width: 1024 render_height: 1024 fog_enabled: 1
fog_color: 0.5 0.2 0.2 1 // There can be comments or empty newlines in
between unlike entity definitions
1.3.2 Configuration Variables a.k.a cfg-vars
--------------------------------------------
ambient_light: 0.1 0.1 0.1 1 msaa: 1 msaa_levels: 8
render_width: 1024 render_height: 1024 debug_draw_enabled: true
fog_color: 0.5 0.2 0.2 1
ambient_light: 0.1 0.1 0.1 1 msaa: true msaa_levels: 8
1.3.3 Keybindings
-----------------
Move_Forward: W
Move_Backward: S,Down
Quit: Left Ctrl-Q
Sprint: Left Shift
1.3.4 Level/Scene
-----------------
- Binary format with header attached at the top
- Save child entities first
- Copy paste all entites in the file one by one. Since the entites all
look the same in memory and are made up of tagged unions, a simple
memcpy approach should suffice. The problem is entity
heirarchies. There are multiple approaches to solve this problem.
-- Save a sorted list of entites to file i.e. before saving create a
new list that does not have the empty array slots in the entity list
and then just copy and paste. This is the simplest way to solve the
problem as we don't have to worry about indexes of parent/child
entites in heirarchy. We can take the whole array and paste it to
the file but creating a copy of entity list for this purpose only
would be slow and consume a lot of memory. -- Instead of creating a
copy of the entity list for sorting and saving, sort the actual
entity list and update all references as necessary then save the
array to file. -- Just write the name of the parent entity as
parent. Make sure that all entity names are unique.
1.3.5 Materials
---------------
1.3.6 Mesh/Geometry
-------------------
1.4 Notes on entity Systems
~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Fat entites with all related properties, i.e. position, mesh etc in
them. Easy to serialize, memory friendly, simple to implement but
would require significant changes to the current codebase. e.g.
struct Entity { int type; char* name; struct Transform {....};
struct Camera {....};
// Separate properties unique to entity types by using unions struct
Renderable { struct Model {....}; union { struct Player { int score;
int bullets; };
struct Enemy { int target; }; } } };
- Change component implementation by using anonymous unions to
simulate interfaces. e.g struct Component { int type; union { struct
Transform {....}; struct Model {....}; struct Camera {....}; } }
- Use handles for assets
- Use something similar to Variant to use as entity, not sure what or
how
- Don't forget to think of the actual use-case and usage when coming
up with a solution, don't build castles in the air!
2 Things TODO
=============
@ -300,134 +390,159 @@ _________________
- Recalculated bounding boxes for rotated meshes?
2.23 TODO File extension checking for asset loading
2.23 DONE Fix input lag and other framerate related issues
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-07 Sun 18:40]
2.24 TODO File extension checking for asset loading
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.24 DONE Materials
2.25 DONE Materials
~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2015-10-13 Tue 19:38]
2.25 DONE Mesh/Model
2.26 DONE Mesh/Model
~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2015-10-13 Tue 19:38]
2.26 TODO Add modifiers to input maps to enable combinations for example, c-x, m-k etc
2.27 DONE Add modifiers to input maps to enable combinations for example, c-x, m-k etc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-20 Sat 21:54]
2.28 TODO Only allocate hashmap bucket when required
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.27 DONE Heirarchical Transforms
2.29 TODO Mapping actions to keybindings, for example map action "Jump" to Space key etc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.30 DONE Heirarchical Transforms
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.28 DONE Materials with textures
2.31 DONE Materials with textures
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2015-10-15 Thu 21:21]
2.29 DONE Lights!
2.32 DONE Lights!
~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-14 Tue 00:31]
2.30 DONE Fix problems with texture units
2.33 DONE Fix problems with texture units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2016-05-30 Mon 00:57]
2.31 CANCELED Draw light volumes
2.34 CANCELED Draw light volumes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "CANCELED" from "TODO" [2017-02-26 Sun 15:39]
Deferred rendering on hold for now.
2.32 DONE Fix problems with frustrum culling
2.35 DONE Fix problems with frustrum culling
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-26 Sun 01:33]
2.33 TODO 2d drawing routines
2.36 TODO 2d drawing routines
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Sprite batching
2.34 DONE Gui
2.37 DONE Gui
~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-15 Wed 23:41]
2.35 CANCELED Image based lighting?
2.38 CANCELED Image based lighting?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "CANCELED" from "TODO" [2017-03-14 Tue 00:31]
Not a requirement for current project
2.36 CANCELED Deferred rendering?
2.39 CANCELED Deferred rendering?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "CANCELED" from "TODO" [2017-02-26 Sun 01:49]
Sticking with forward rendering for now and focusing on tools etc.
2.37 DONE Fix mouse bugs on windows
2.40 DONE Fix mouse bugs on windows
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-25 Sat 17:27]
2.38 TODO Configuration/Settings load/save handling
2.41 DONE Configuration/Settings load/save handling
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-20 Sat 21:54]
2.39 DONE Fix mousewheel bugs and gui not responding to mousewheel input
2.42 DONE Fix mousewheel bugs and gui not responding to mousewheel input
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-19 Sun 01:31]
2.40 TODO Ability to mark meshes for debug rendering with possibility of different color for each?
2.43 TODO Ability to mark meshes for debug rendering with possibility of different color for each?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.41 TODO Setup cross compilation with mingw or stick to msvc?
2.44 TODO Switch to completely static allocation of entites i.e. have a static array of MAX_ENTITIES size. This way we can store pointers to entites and they'll still be in an array and fast to process.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.45 DONE Setup cross compilation with mingw or stick to msvc?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-20 Sat 21:55]
- Done, going with mingw for now.
2.42 TODO Add marking or queuing up custom meshes for debug render with particular transform and color for rendering bounding spheres for example
2.46 TODO Add marking or queuing up custom meshes for debug render with particular transform and color for rendering bounding spheres for example
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.43 DONE Toggleable debug drawing for meshes
2.47 DONE Toggleable debug drawing for meshes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-18 Sat 16:18]
2.44 TODO Interleaved vbos for meshes and changes to blender exporter accordingly
2.48 TODO Interleaved vbos for meshes and changes to blender exporter accordingly
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.45 TODO Enumerate and save all the uniform and attribute positions in shader when it is added and cache them in shader object?
2.49 TODO Enumerate and save all the uniform and attribute positions in shader when it is added and cache them in shader object?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.46 TODO Physics/Collision detection in 2d
2.50 TODO Physics/Collision detection in 2d
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.47 TODO Complete gui integration
2.51 TODO Complete gui integration
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
x Font selection x Font atlas proper cleanup
@ -435,91 +550,167 @@ _________________
- Custom rendering for gui
2.48 TODO Allow passsing base path as commandline argument?
2.52 TODO Allow passsing base path as commandline argument?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.49 DONE Add strings and booleans to variant types
2.53 TODO Remove components and switch to "Fat Entities" i.e. one entity struct contains all combinations
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.54 TODO Use variants for material params
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.55 TODO Improve Material Parameters/Pipeline Uniforms/Instance Uniforms are handled
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.56 TODO Fix light rotation/direction bugs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.57 DONE In second refactor pass, use entities everywhere, no need to pass in transform and model separately for example since they're both part of the same entity anyway
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-31 Wed 21:44]
2.58 DONE Show SDL dialogbox if we cannot launch at all?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-26 Fri 00:41]
2.59 DONE Writing back to config file
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-08 Mon 00:57]
2.60 DONE Reading from config file
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-07 Sun 23:52]
2.61 DONE Variant -> String conversion procedure. Use in editor for debug var slots
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-07 Sun 18:43]
2.62 DONE Add strings and booleans to variant types
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-29 Wed 00:23]
2.50 DONE Fix Key release not being reported
2.63 DONE Fix Key release not being reported
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-26 Sun 01:16]
2.51 TODO Better handling incase assets folder is not found?
2.64 TODO Better handling incase assets folder is not found?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.52 DONE OpenAL not working in releasebuilds
2.65 TODO Write entity to/from file
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.66 DONE OpenAL not working in releasebuilds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-25 Sat 02:06]
2.53 DONE 3d sound using OpenAL
2.67 DONE 3d sound using OpenAL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-23 Thu 01:43]
2.54 TODO Ogg format loading and playback
2.68 TODO Ogg format loading and playback
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.55 TODO Sound streaming
2.69 TODO Stick with OpenAL or switch to SoLoud + SDL for sound?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.70 TODO Sound streaming
~~~~~~~~~~~~~~~~~~~~~~~~~
2.56 TODO Implment missing sound source properties (inner/outer cone, getting sound source data)
2.71 TODO Implment missing sound source properties (inner/outer cone, getting sound source data)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.57 TODO Ingame console and console commands etc
2.72 TODO Ingame console and console commands etc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.58 TODO Allow binding/unbinding input maps to functions at runtime, for example if input map "Recompute" is triggered, it would call some function that can recompute bounding spheres.
2.73 TODO Allow binding/unbinding input maps to functions at runtime, for example if input map "Recompute" is triggered, it would call some function that can recompute bounding spheres.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.59 TODO Better handling of wav format checking at load time
2.74 TODO Better handling of wav format checking at load time
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.60 TODO Array-based Hashmaps
2.75 DONE Fix frustum culling bugs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-31 Wed 23:38]
2.76 DONE Array-based Hashmaps
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-07 Sun 18:42]
2.61 TODO Sprite sheet animations
2.77 TODO Sprite sheet animations
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.62 TODO Replace orgfile with simple text readme and reduce duplication?
2.78 DONE Fix bugs with heirarchical transformations
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-06-01 Thu 00:20]
2.79 TODO Replace orgfile with simple text readme and reduce duplication?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.63 TODO Ray picking
2.80 TODO Ray picking
~~~~~~~~~~~~~~~~~~~~~
2.64 TODO Shadow maps
2.81 DONE Remove reduntant "settings" structures and move all configuration stuff to config variables
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-06-05 Mon 02:25]
2.82 TODO Shadow maps
~~~~~~~~~~~~~~~~~~~~~
2.65 TODO Log output to file on every run
2.83 DONE Log output to file on every run
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-26 Fri 00:41]
2.66 TODO Print processor stats and machine capabilites RAM etc on every run to log.
2.84 TODO Print processor stats and machine capabilites RAM etc on every run to log.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.67 TODO Milestone: Pong!
2.85 TODO Milestone: Pong!
~~~~~~~~~~~~~~~~~~~~~~~~~~
- In order to put things into perspective and get a feel for what
@ -529,140 +720,191 @@ _________________
- Makefile additions. Try to compile game as a dynamically loaded
library with ability to reload on recompile
- Separation between game and engine base
- Game .so with init, update and cleanup functions
- Configuration files and "cvars" load/reload
- Keybindings in config
- Log output on every run.
? Game .so with init, update and cleanup functions x Configuration
files and "cvars" load/reload x Keybindings in config x Log output on
every run.
- Implement entity load/save to file
? Prefab load/save to file
2.68 TODO Do input maps really need to be queried by their string names?
2.86 TODO Do input maps really need to be queried by their string names?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.69 TODO Reloading shaders?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.87 TODO Reloading all the things! (textures/shaders/models/settings/entities etc)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.70 TODO Separate Debug/Editor camera from the active camera in the scene that can be switched to at any time
2.88 TODO Separate Debug/Editor camera from the active camera in the scene that can be switched to at any time
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.71 DONE Live data views in editor
2.89 TODO Make logging to file and console toggleable at complie-time or run-time
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.90 DONE Add option to specify where to read/write files from instead of being hard-coded assets dir
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-24 Wed 17:12]
2.91 TODO Add default keybindings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.92 TODO Write default config/keybindings etc to file if none are found in preferences dir
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.93 DONE Fix input map bugs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-05-31 Wed 23:19]
2.94 TODO Wrap malloc and free calls in custom functions to track usage
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.95 TODO Flatpak packaging for linux releases
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.96 TODO Use hashmap for debugvar slots in editor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.97 TODO Use hashmap to store input maps
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.98 DONE Live data views in editor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-22 Wed 02:14]
2.72 DONE Camera resize on window reisze
2.99 DONE Camera resize on window reisze
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-20 Mon 15:22]
2.73 DONE Resizable framebuffers and textures
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.100 DONE Resizable framebuffers and textures
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-16 Thu 22:50]
2.74 DONE Support for multiple color attachments in framebuffers?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.101 DONE Support for multiple color attachments in framebuffers?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-16 Thu 22:51]
2.75 TODO Multisampled textures and framebuffers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.102 TODO Multisampled textures and framebuffers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.76 DONE Better way to store and manage textures attached to framebuffers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.103 DONE Better way to store and manage textures attached to framebuffers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-16 Thu 22:51]
2.77 TODO Validate necessary assets at game launch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.104 TODO Validate necessary assets at game launch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.78 TODO Gamma correctness
~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.105 TODO Gamma correctness
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.79 DONE Variant type
~~~~~~~~~~~~~~~~~~~~~~
2.106 DONE Variant type
~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-22 Wed 02:14]
2.80 TODO Log and debug/stats output in gui
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.107 TODO Log and debug/stats output in gui
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.81 TODO Editor
~~~~~~~~~~~~~~~~
2.108 TODO Editor automatic window layout adjusting to the current window resolution
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.82 TODO Event Subsystem
~~~~~~~~~~~~~~~~~~~~~~~~~
2.109 DONE Editor
~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-06-20 Tue 01:12]
2.83 TODO Keybindings for gui?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.110 TODO Event Subsystem
~~~~~~~~~~~~~~~~~~~~~~~~~~
2.84 TODO Textual/Binary format for data serialization and persistance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.111 TODO Keybindings for gui?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.85 TODO Better logging
~~~~~~~~~~~~~~~~~~~~~~~~
2.112 TODO Textual/Binary format for data serialization and persistance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.86 TODO Hatching/Ink rendering style
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.113 TODO Better logging
~~~~~~~~~~~~~~~~~~~~~~~~~
2.114 TODO Hatching/Ink rendering style
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.87 DONE Fix frustum culling sometimes not working
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.115 DONE Fix frustum culling sometimes not working
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-25 Sat 19:10]
2.88 DONE Compile and test on windows
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.116 DONE Compile and test on windows
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-14 Tue 00:32]
2.89 TODO Array based string type comptible with cstring(char*)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.117 TODO Array based string type comptible with cstring(char*)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.90 DONE Fix mouse bugs
~~~~~~~~~~~~~~~~~~~~~~~~
2.118 TODO Separate game, engine and assets into different repositories. Combine as sub-repositories
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.119 DONE Fix mouse bugs
~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-01 Wed 00:45]
2.91 DONE Fix
~~~~~~~~~~~~~
2.120 DONE Fix
~~~~~~~~~~~~~~
2.92 DONE issues with opengl context showing 2.1 only
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.121 DONE issues with opengl context showing 2.1 only
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- State "DONE" from "TODO" [2017-03-19 Sun 14:03]
- State "DONE" from "TODO" [2017-02-26 Sun 15:39]
2.93 TODO Improve this readme
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.122 TODO Improve this readme
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.94 TODO ???
~~~~~~~~~~~~~
2.123 TODO ???
~~~~~~~~~~~~~~
2.95 TODO Profit!
~~~~~~~~~~~~~~~~~
2.124 TODO Profit!
~~~~~~~~~~~~~~~~~~

@ -206,6 +206,7 @@ Sprint: Left Shift
** DONE Fix mousewheel bugs and gui not responding to mousewheel input
- State "DONE" from "TODO" [2017-03-19 Sun 01:31]
** TODO Ability to mark meshes for debug rendering with possibility of different color for each?
** TODO Switch to completely static allocation of entites i.e. have a static array of MAX_ENTITIES size. This way we can store pointers to entites and they'll still be in an array and fast to process.
** DONE Setup cross compilation with mingw or stick to msvc?
- State "DONE" from "TODO" [2017-05-20 Sat 21:55]
- Done, going with mingw for now.

Loading…
Cancel
Save