Update TODO
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TODO.txt
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TODO.txt
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@ -1,6 +1,34 @@
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- Architecture (modules):
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- map: loads map n stuff
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- racing engine (depends on map): handles physics of car with given inputs
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- rendering engine (depends on map): hanles rendering of the map
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- game (depends on all): joins it all together
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- settings, constants etc.
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- individual frontends
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- ...?
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- Textures: size? format? They will likely take a lot of mem, weak computers
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will have to do without them.
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- Rendering: two pass: 1st pass renders the scaled down background (possibly not
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rendering floor, can be just pure green for "grass") to prevent overflows,
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second pass renders the tracks (or the nearest part of it).
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- Track model has to be preprocessed, unseen walls must be removed else would
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be too slow.
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- Track format: just a list of (x,y,z,transform,block_type) elements.
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- text or bin?
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- Environments: just different textures for a cube inside which the tarck is,
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the cube won't have the top side, texture can have transparency (sky see
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through)
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- UPDATE: tho rasterization of the big cube could take whole screen: too slow.
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Maybe just have a model + texture for each env? (still could allow transp).
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- OR: environment could just be a sky texture (or just sky color?) plus a
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floor texture? pretty KISS. SKY DOESN'T HAVE TO BE SPHERICALLY MAPPED, it
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can simply rotate horizontally and shift vertically (camera will never
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roll) -- not accurate but good enough.
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- How to render sky? Spherical mapping? Just constant color?
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- what color format to use? full RGB is bloat+overkill, 332 is too low for the
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textures used. Possibilities.
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- 565
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- leave choice of colors to frontend (but textures still have to be stored
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in some format)
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- Start and finish blocks will be just the first/last checkpoint blocks (no need
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for special start, finish and CP).
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