A 3d fps game made in OpenGL
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Symmetry/todo.txt

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Todo:
- Specific rendering mode for editor related rendering
- Basic Editor gizmo for transformation i.e. translate/rotate/scale in world and local coordinates
- Add warning to genie build script when running on windows and WindowsSdkVersion cannot be found. This happens when the script is not run from vcvarsall command prompt
- Improve README and add a screenshot to make the repository ready for making it public
- Refactor all global application state into 'Application_Context' struct. A single global instance of which is available everywhere
? Improve bounding sphere calculation
- Change the way lights are set as uniforms to remove snprintf calls per frame for every light attribute
- Screen mouse coordinates to world-coordinates for aiming
- Player projectiles and sounds
- Console commands
- Console command history
- Console command help
- Space partitioning and scene handling
- Move Gui_State and Editor_State into game_state and modify usage as needed
- Get editor camera speed and other settings from config file
- Recompile Soloud on windows to use static sdl2 backend
- Figure out a way to reduce of remove snprintf calls from render code
- Re-Implement saving/loading scene to/from files
- Implement storing console's scroll location and restore it when console is toggled
- Implement collision/physics data serialization, read and write.
- Physics forces/torque etc
- Implement physics debug visualizations for other primitives and tri mesh shapes
- Serializing/Deserializing physics data
- Proper implementation of Scene struct with per-scene settings and configurations that can be loaded/saved to file instead of just dumping entities into a file
- Necessary basic editor additions like placing objects, scaling, rotating etc
- Add fallback shader
- Implement Game States
- Store Materials in new format supported by parser
- Add model description file which has the same syntax supported by parser and modify old blender exporter to conform to new standards
- Fix bugs with sound sources not updating
- Add creating distributable build and uploading to itch.io account support to GENie under windows and linux.
- Remove hardcoded numerical values from sscanf and other format strings.
? Recalculated bounding boxes for rotated meshes
? Wrap malloc and free calls in custom functions to track usage
? File extension checking for asset loading
? Only allocate hashmap bucket when required
- Mapping actions to keybindings, for example map action "Jump" to Space key etc
? Add marking or queuing up custom meshes for debug render with particular transform and color for rendering bounding spheres for example
? Interleaved vbos for meshes and changes to blender exporter accordingly
- Enumerate and save all the uniform and attribute positions in shader when it is added and cache them in shader object?
? Better handling incase assets folder is not found
- Write entity to/from file
- Ogg format loading and playback
- Sound streaming
- Implment missing sound source properties (inner/outer cone, getting sound source data)
- Shadow maps
- Print processor stats and machine capabilites RAM etc on every run to log.
- Do input maps really need to be queried by their string names?
- Write default config/keybindings etc to file if none are found in preferences dir
- Multisampled textures and framebuffers
- Validate necessary assets at game launch
- Gamma correctness
- Log and debug/stats output in gui
- Textual/Binary format for data serialization and persistance
- Array based string type comptible with cstring(char*)
- Reduce fps on window focus loss or minimization
- ???
- Profit!
Improvements:
- Better naming semantics for examples, init/deinit for initialization and cleanup and create/destroy when memory is allocated or deallocated
- Reset mouse cursor position to the center of the screen in editor mode after the right click is released
- Categorized entity list in editor for example different subtree for lights and static meshes
Bugs:
- Better handling of wav format checking at load time
- Fix light rotation/direction bugs
- Fix lights type not being correctly saved/loaded from file
- Fix culling
- Fix bounding boxes not aligning in editor
Done:
* Input
* Shaders
* Geometry
* change struct usage
* change Array implementation
* resolve vec-types sizes
* Transform
* Deltatime
* Investigate about Exit() and at_exit() functions and whether to use them or not.
* Fix readme markdown
* Framebuffer and resolution independent rendering
* A simpler build system without dependencies
* Remove dependencies
* Remove Kazmath dependency
* Entity
* Find a permanent solution for build system
* Textures
* Camera
* Test render
* Fix input lag and other framerate related issues
* Materials
* Mesh/Model
* Add modifiers to input maps to enable combinations for example, c-x, m-k etc
* Heirarchical Transforms
* Materials with textures
* Lights!
* Fix problems with texture units
* Fix problems with frustrum culling
* Gui
* Fix mouse bugs on windows
* Configuration/Settings load/save handling
* Fix mousewheel bugs and gui not responding to mousewheel input
* Setup cross compilation with mingw or stick to msvc?
* Toggleable debug drawing for meshes
* Font selection
* Font atlas proper cleanup
* 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
* Show SDL dialogbox if we cannot launch at all?
* Writing back to config file
* Reading from config file
* Variant -> String conversion procedure. Use in editor for debug var slots
* Add strings and booleans to variant types
* Fix Key release not being reported
* OpenAL not working in releasebuilds
* 3d sound using OpenAL
* Fix frustum culling bugs
* Array-based Hashmaps
* Fix bugs with heirarchical transformations
* Remove reduntant "settings" structures and move all configuration stuff to config variables
* Log output to file on every run
* Add option to specify where to read/write files from instead of being hard-coded assets dir
* Fix input map bugs
* Live data views in editor
* Camera resize on window reisze
* Resizable framebuffers and textures
* Support for multiple color attachments in framebuffers?
* Better way to store and manage textures attached to framebuffers
* Variant type
* Editor
* Fix frustum culling sometimes not working
* Compile and test on windows
* Fix mouse bugs
* Fix issues with opengl context showing 2.1 only
* Improve this readme
* Replace orgfile with simple text readme and reduce duplication
* Fix camera acting all weird when right click is held
* Fix README to conform with markdown syntax
* Added video driver selection to make game launch under wayland or x11 on linux.
* Separate game code into a dynamical library that can be reloaded at runtime.
* Move game, common and game library related code into separate folders.
* Fixed game crashing on exit after game library has been reloaded more than once.
* Made game compile and run under windows with visual studio 2017 using GENie
* Implemented file copy and file delete on windows and linux.
* Implemented a work-around for dll locking on windows by creating a copy of the game lib at launch and when reloading,
unloading the current dll, deleting it and creating new copy of the updated dll and loading that
* Added file copy and delete to platform api
* Made dll reloading workaround compatilble on linux
* Default keybindings as fallback
* Implemented writing scene to file
* Fixed space not being added after light entities are written to file by adding missing new-line
* Fixed error caused by the way eof was checked in scene file
* Camera fbo params are now written to file when entity is saved
* Fixed several bugs with entity loading
* Removed duplicate parsing logic
* Fixed bugs in stripping key name for input map
* Modify entity loading logic to use the new parsing code by parsing all entity properties into a hashmap first then recreating entity from that
* Implmented writing to file through the new Parser and Parser_Objects
* Changed Config to read/write using new Parser and Parser_Objects
* Implemented Reading/Writing keybindings using new parser object
* Replaced OpenAL with Soloud with SDL2 backend
* Implemented sound/listener loading from scene file
* Finished loading scene from file
* Initial implementation of immediate-mode batched sprite render
* Fixed bugs with shader include file pre-processor
* Fixed bugs with editor's camera property viewer
* Fixed bugs related to changing camera projection
* Fixed bugs with sprite batch renderer not working with projection matrix
* Fixed broken orthographic camera
* Implement necessary changes to run Soloud on linux
* Moved third party libs/include directories into root/lib and root/include. Put common includes like header-only libs into root/include/common and others which require platform specific stuff into root/include/linux etc.
* Got rid of pkg-confg and system-installed SDL2 dependancy on linux and instead put custom compiled SDL libs in libs folder similar to how we're handling it in windows
* Proper physics time-step and speed
* Proper handling of rigidbody associated with an entity and notifying it of movement or collision
* Added physics spheres and other primitive shapes
* Separated collision shape and rigidbody
* Implemented Getting/Modifying primitive physics shapes' values like length, radius etc
* Update physics if entity position/rotation/scale etc are changed
* Implemented Physics raycasting
* Implemented immediate mode renderer that can draw arbitrary points, lines and triangles
* Converted IM_Vertex array to only be used as temporary storage for vertices between begin and end calls
* Implemented Debug physics mesh drawing for box and sphere primitives
* Completed Phase 1 of codebase refactoring
* Improved editor camera handling
* Re-implemented showing all the entities in the editor
* Player init, update, visual representation and movement
* Switching between editor and game mode/cameras
* In-game basis for scrollable console/log-viewer
* Console log output
* Console error/warning output
* Implemented Auto scrolling to the bottom in console
* Implemented screen coordinate to ray conversion and ray-sphere collision
* Split todo and readme into two files
* Replace all renderer_check_gl calls with GL_CHECK macro
* Fixed Console bug when enabled in editor mode
* Migrated from bitbucket to github and from mercurial back to git
* Removed the game executable and game library split.
* Event Subsystem
* Fixed mouse button press/release behaviour by using event callbacks for editor mouse picking
* Ray picking for editor
* Highlight entity selected in editor in a specific color
* Deselect selected entity in editor when nothing is hit on click and an entity is already selected