Start antiglitch
This commit is contained in:
parent
3310008a0d
commit
10366c2a09
4 changed files with 71 additions and 65 deletions
52
TODO.txt
52
TODO.txt
|
@ -1,10 +1,5 @@
|
|||
- allow car to be flipped upside down on start? with start block transform
|
||||
- maybe change sticker to fan? could me more fun: TEST and see
|
||||
- based viewing distance idea: limit number of rendered map triangles to N, keep
|
||||
sorting the triangle array by distance continually! e.g. in each frame handle
|
||||
one of the N visible triangles like this -- in the non-visible triangles
|
||||
find one that is closer than this and switch them (if found).
|
||||
- sky images could be just composed of 4x4 normal images? then we only need
|
||||
one type of image
|
||||
- map actually in ASCII format? how will humans edit it?
|
||||
- make a simple rendering setting:
|
||||
- will exclude images and only draw solid colors, let's say only 16, so that
|
||||
|
@ -16,19 +11,7 @@
|
|||
- then iterate over the strip that should have the sky texture and only draw
|
||||
to pixels where depth buffer was not overwritten (this step can be left out
|
||||
in case we have depth buffer or sky turned off)
|
||||
TOTAL SIZE OF TEXTURES:
|
||||
- 64 x 64 x 2 = 8192, 6 x floor + 2 x wall + 1 x car = 8 * 8192 = 73728
|
||||
- (128 x 128 x 1) x 3 background = 49152
|
||||
- total = 122880
|
||||
- OK so materials (final?):
|
||||
- concrete: normal \
|
||||
- accelerator: accelerates (adds some constant to speed?) > same wall texture?
|
||||
- maybe jumppad (big "fan")? /
|
||||
- dirt: a bit slippery (maybe also a bit slows down?) \
|
||||
- magnet: pulls car downwards (allows riding on ceiling etc.) > same wall texture?
|
||||
- ice: extremely slippery (can barely turn) /
|
||||
- camera behavior? what if car is riding upside down (on magnet) etc?
|
||||
- track size: 64x64x64
|
||||
- EFFICINT MAP DRAWING:
|
||||
- map will be subdivided into subblocks (probably 16x16x16 or 8x8x8), only
|
||||
nearest subblocks (and possibly only those in viewing direction will be
|
||||
|
@ -41,14 +24,6 @@ TOTAL SIZE OF TEXTURES:
|
|||
subblocks we want to draw.
|
||||
- THIS??? Draw further blocks in a simplified way, e.g. just splatting literal
|
||||
squares with constant color? See how it looks :)
|
||||
- Architecture (modules):
|
||||
- map: loads map n stuff
|
||||
- racing engine (depends on map): handles physics of car with given inputs
|
||||
- rendering engine (depends on map): hanles rendering of the map
|
||||
- game (depends on all): joins it all together
|
||||
- settings, constants etc.
|
||||
- individual frontends
|
||||
- ...?
|
||||
- Textures: size? format? They will likely take a lot of mem, weak computers
|
||||
will have to do without them.
|
||||
- possibility of simple procedural textures to save space! <-- SOUNDS NICE
|
||||
|
@ -140,4 +115,27 @@ TOTAL SIZE OF TEXTURES:
|
|||
|
||||
BUGS:
|
||||
|
||||
DONE:
|
||||
HANDLED:
|
||||
|
||||
- track size: 64x64x64
|
||||
- sky images could be just composed of 4x4 normal images? then we only need
|
||||
one type of image
|
||||
TOTAL SIZE OF TEXTURES:
|
||||
- 64 x 64 x 2 = 8192, 6 x floor + 2 x wall + 1 x car = 8 * 8192 = 73728
|
||||
- (128 x 128 x 1) x 3 background = 49152
|
||||
- total = 122880
|
||||
- OK so materials (final?):
|
||||
- concrete: normal \
|
||||
- accelerator: accelerates (adds some constant to speed?) > same wall texture?
|
||||
- maybe jumppad (big "fan")? /
|
||||
- dirt: a bit slippery (maybe also a bit slows down?) \
|
||||
- magnet: pulls car downwards (allows riding on ceiling etc.) > same wall texture?
|
||||
- ice: extremely slippery (can barely turn) /
|
||||
- Architecture (modules):
|
||||
- map: loads map n stuff
|
||||
- racing engine (depends on map): handles physics of car with given inputs
|
||||
- rendering engine (depends on map): hanles rendering of the map
|
||||
- game (depends on all): joins it all together
|
||||
- settings, constants etc.
|
||||
- individual frontends
|
||||
- ...?
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue