Optimize rendering
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8 changed files with 117 additions and 89 deletions
78
TODO.txt
78
TODO.txt
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fuck issue trackers :D
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=========== GENERAL ==============
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- make some kinda repo for world record runs?
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- fix the ramp map again due to new physics
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- should drifting make a sound?
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- keyboard ghosting is an issue, particularly when initiating drift with brake
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(arrow keys must be used with S for braking for left drift to work) -- think
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about what to do about this? or leave as is?
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its velocity by a proportion of car's velocity change (this minus prev.
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frame), then offset car body by this. However we'll also have to transform
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inbetween world space and model space.
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- Consider better input handling in SDL? Currently it just detects presses on
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the exact frame, so a press can be missed. But how tho?
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- try to add distance fog?
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- use 332 in SDL with potato?
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- option to turn on simple 332 colors?
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- c99 may impose limit 4095 chars on str literal, gives warning on internal
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data file, try to somehow hack around it (maybe just convert it to an array in
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the end?) Maybe this: make a standalone C file with the string in it that
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when compiled and run outputs the array.
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- culling is very slow now, it showed that distance bailout can accelerate it
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a lot, try to make a more accurate bailaout and see if it's faster (watch
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out for bugs due to false positives)
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- maps to make:
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- there should be these maps:
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- compiled in:
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- standard maps, let's say 5?
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- additionally a few (5?) extremely simple maps, compile time option to
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only include these, for very weak devices with limited block/triangle
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count
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- bonus maps in the external file (also 5?)
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- map types:
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- purely falling map DONE
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- traveling salesman kind of maze, with fans n shit KINDA DONE
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- city map? DONE
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- some kinda buggy bumpy downhill DONE
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- map where car starts upside down DONE
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- dirt map DONE
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- ice map
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- boss map DONE
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- text or picture from blocks? DONE
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- chessboard from different materials KINDA DONE
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- falling tube map? DONE
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- grass hills as decoration? DONE
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- something with multiple roads DONE
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- RPG kinda map? could be in bonus maps KINDA DONE
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- some speed map (mostly flat to prevent high speed bugs) DONE
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- some (at least partially) interior map KINDA DONE
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- something with multiple finishes DONE
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- U-ramp to build speed and jump up to catch a CP (done) DONE
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- jump through air ring with CP DONE
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- replay validation?
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- final tests:
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- very long replay
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- correct saving or replays etc
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- empty and large data file
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- FPS on each platform
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- try to use the racing module by itself
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- doxygen documentation
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=========== BUGS =================
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=========== HANDLED ==============
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- should drifting make a sound? NO NEED
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- Consider better input handling in SDL? Currently it just detects presses on
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the exact frame, so a press can be missed. But how tho? LOOKS FINE, it's
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only an issue with extremely low FPS, at which point it's unplayable anyway
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- use 332 in SDL with potato?
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- option to turn on simple 332 colors?
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- MAP4: one triangle in top section is missing!
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- culling is very slow now, it showed that distance bailout can accelerate it
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a lot, try to make a more accurate bailaout and see if it's faster (watch
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out for bugs due to false positives) PROLLY FINE
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- when non-rotating, the car is very fast, allowing uberbugs: find out why and
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fix
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- allow slowing down in air like in TM?
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- camera behavior? what if car is riding upside down (on magnet) etc? <- looks cool now
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- allow car to be flipped upside down on start? with start block transform
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- track size: 64x64x64
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- maps to make:
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- there should be these maps:
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- compiled in:
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- standard maps, let's say 5?
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- additionally a few (5?) extremely simple maps, compile time option to
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only include these, for very weak devices with limited block/triangle
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count
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- bonus maps in the external file (also 5?)
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- map types:
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- purely falling map DONE
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- traveling salesman kind of maze, with fans n shit KINDA DONE
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- city map? DONE
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- some kinda buggy bumpy downhill DONE
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- map where car starts upside down DONE
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- dirt map DONE
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- ice map
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- boss map DONE
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- text or picture from blocks? DONE
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- chessboard from different materials KINDA DONE
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- falling tube map? DONE
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- grass hills as decoration? DONE
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- something with multiple roads DONE
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- RPG kinda map? could be in bonus maps KINDA DONE
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- some speed map (mostly flat to prevent high speed bugs) DONE
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- some (at least partially) interior map KINDA DONE
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- something with multiple finishes DONE
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- U-ramp to build speed and jump up to catch a CP (done) DONE
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- jump through air ring with CP DONE
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- sky images could be just composed of 4x4 normal images? then we only need
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one type of image
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TOTAL SIZE OF TEXTURES:
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