Open Source Tomb Raider Engine
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TODO 4.2KB

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  1. OpenRaider TODO 2014
  2. ====================
  3. * Mac Setup Script:
  4. - Check not only for existence of ~/.OpenRaider but for all
  5. necessary files, so the user can update.
  6. * Get MD3 stuff (what does it even do?) to build
  7. * Fix up the UNIT tests. Maybe move them into separate files?
  8. * Remove install_name_tool in Makefile, as it is a problem with
  9. building freealut on Mac
  10. OpenRaider
  11. TODO ( Updated 2003.05.17 )
  12. ==================================================================
  13. [Short list]
  14. * Replace USING_ defs with HAVE_ for the autoconf nutjobs
  15. * Ponytail loader back in
  16. * Var system, maybe using mlisp, to control entity/game
  17. attributes in realtime
  18. * Use new unified sector/fd system to have better world clipping
  19. * Get event system up
  20. * Animatated textures (tr2_opengl_ref:2027)
  21. * Any little bit of abstraction to reduce interfacing
  22. with TombRaider's complexity ( Offload more work to
  23. TombRaider class, but hide it behind abstract API )
  24. * Replace Render::drawModelMesh with OpenGLMesh use
  25. * Move OpenGLMesh array use back in...
  26. * Replace color_tri_t, texture_tri_t, and model_mesh_t
  27. with OpenGLMesh?
  28. * Weapons animations
  29. * Better user interface
  30. * System abstractions should be agregates not inherited
  31. also remove static members and force singleton
  32. Split OpenGL dep from System
  33. * Text subsystem needs looking at for possible overhaul soon
  34. * Checksum matches on torsos to do special animation per
  35. known models like in my freyja demo ;)
  36. [OpenRaider.cpp]
  37. * Remove skeletal_model_t dependency
  38. * Add client system
  39. * Add event system
  40. * Remove all Tomb Raider format dependence, move to generics
  41. * processMoveable needs to use generics
  42. * processMoveables needs to use generics and metadata
  43. * processSprites needs to use generics
  44. * processPakSounds needs to use generics and metadata
  45. * loadLevel's looping loaders need to move into the methods
  46. which would reduce function calls and section off better
  47. ==================================================================
  48. [General]
  49. * Automatic unit testing per system/agent
  50. * Scrict time based event/animation frames
  51. * Sound sampling to allow various rates traded off for ram
  52. * Account for TR3+ alpha in polygon building
  53. * AutoAim for 3rd person view
  54. * Metadata pak wrappers for sfx linking and previews
  55. [ TombRaider API ]
  56. * Add TR5 support and rewrite Room structures and etc as
  57. seperate classes as collections inside TombRaider class
  58. Move parsing into TombRaider as much as possible and improve
  59. memory use of TombRaider to perhaps read a room at a time
  60. off disk ( PS2 has limited memory )
  61. [Interface]
  62. * Multilevel menu system
  63. * Keyboard setup in RC
  64. * Key command event system needed, move it into System
  65. * Improve menu system and map select screens
  66. * Factor out a CVARS/RC system
  67. * Gobal options (CVARS) class
  68. * Model and Map selection via preview of some kind like a pic
  69. * Improve console: history, autocomplete
  70. [Network]
  71. * Playable multiplayer release
  72. * TCP use for moving data like HTML and models perhaps
  73. * HTML forms filler for automatic bug reporting ala 'talkback'
  74. * Handle cheat proxies: Bad yaws, pos, firing rates
  75. * Have server maintain game state
  76. * Allow client checks to remove players clientside on peer mode
  77. [Renderer]
  78. * Animation blending ( Rewrite of translator/animator )
  79. Seperate animations from models also add multibone support
  80. and weld TR4+ lara vertices ( skin )
  81. * New skeletal animation system ( current one mem wasteful )
  82. * Use room light intensity level for static mesh (room model) rendering
  83. * Add particles for weather, water drip/splash, metal material collisions,
  84. gunfire, etc
  85. * Account for room attrib flags for base visual and special fx in that room
  86. * Account for room vertices attrib flag for visual and special fx
  87. * Needs real portal visibility system
  88. * TR4 lara may needs to have mesh generation to fill in her gaps by
  89. looking for vertex 'rings' that match from the 2 meshes where gaps happen
  90. * Animated textures
  91. * Fix lighting to work in vertexlight as well as texture
  92. modes better
  93. * Better visiblity with full portal system
  94. * Better out of world camera handling, add smooth pan, drags