Optimize rendering

This commit is contained in:
Miloslav Ciz 2025-04-24 16:55:35 +02:00
parent c22f17ef8c
commit 5265552c57
8 changed files with 117 additions and 89 deletions

View file

@ -1,7 +1,9 @@
fuck issue trackers :D
=========== GENERAL ==============
- make some kinda repo for world record runs?
- fix the ramp map again due to new physics
- should drifting make a sound?
- keyboard ghosting is an issue, particularly when initiating drift with brake
(arrow keys must be used with S for braking for left drift to work) -- think
about what to do about this? or leave as is?
@ -11,46 +13,11 @@
its velocity by a proportion of car's velocity change (this minus prev.
frame), then offset car body by this. However we'll also have to transform
inbetween world space and model space.
- Consider better input handling in SDL? Currently it just detects presses on
the exact frame, so a press can be missed. But how tho?
- try to add distance fog?
- use 332 in SDL with potato?
- option to turn on simple 332 colors?
- c99 may impose limit 4095 chars on str literal, gives warning on internal
data file, try to somehow hack around it (maybe just convert it to an array in
the end?) Maybe this: make a standalone C file with the string in it that
when compiled and run outputs the array.
- culling is very slow now, it showed that distance bailout can accelerate it
a lot, try to make a more accurate bailaout and see if it's faster (watch
out for bugs due to false positives)
- maps to make:
- there should be these maps:
- compiled in:
- standard maps, let's say 5?
- additionally a few (5?) extremely simple maps, compile time option to
only include these, for very weak devices with limited block/triangle
count
- bonus maps in the external file (also 5?)
- map types:
- purely falling map DONE
- traveling salesman kind of maze, with fans n shit KINDA DONE
- city map? DONE
- some kinda buggy bumpy downhill DONE
- map where car starts upside down DONE
- dirt map DONE
- ice map
- boss map DONE
- text or picture from blocks? DONE
- chessboard from different materials KINDA DONE
- falling tube map? DONE
- grass hills as decoration? DONE
- something with multiple roads DONE
- RPG kinda map? could be in bonus maps KINDA DONE
- some speed map (mostly flat to prevent high speed bugs) DONE
- some (at least partially) interior map KINDA DONE
- something with multiple finishes DONE
- U-ramp to build speed and jump up to catch a CP (done) DONE
- jump through air ring with CP DONE
- replay validation?
- final tests:
- very long replay
@ -66,6 +33,8 @@
- correct saving or replays etc
- empty and large data file
- FPS on each platform
- try to use the racing module by itself
- doxygen documentation
=========== BUGS =================
@ -78,7 +47,16 @@
=========== HANDLED ==============
- should drifting make a sound? NO NEED
- Consider better input handling in SDL? Currently it just detects presses on
the exact frame, so a press can be missed. But how tho? LOOKS FINE, it's
only an issue with extremely low FPS, at which point it's unplayable anyway
- use 332 in SDL with potato?
- option to turn on simple 332 colors?
- MAP4: one triangle in top section is missing!
- culling is very slow now, it showed that distance bailout can accelerate it
a lot, try to make a more accurate bailaout and see if it's faster (watch
out for bugs due to false positives) PROLLY FINE
- when non-rotating, the car is very fast, allowing uberbugs: find out why and
fix
- allow slowing down in air like in TM?
@ -253,6 +231,34 @@
- camera behavior? what if car is riding upside down (on magnet) etc? <- looks cool now
- allow car to be flipped upside down on start? with start block transform
- track size: 64x64x64
- maps to make:
- there should be these maps:
- compiled in:
- standard maps, let's say 5?
- additionally a few (5?) extremely simple maps, compile time option to
only include these, for very weak devices with limited block/triangle
count
- bonus maps in the external file (also 5?)
- map types:
- purely falling map DONE
- traveling salesman kind of maze, with fans n shit KINDA DONE
- city map? DONE
- some kinda buggy bumpy downhill DONE
- map where car starts upside down DONE
- dirt map DONE
- ice map
- boss map DONE
- text or picture from blocks? DONE
- chessboard from different materials KINDA DONE
- falling tube map? DONE
- grass hills as decoration? DONE
- something with multiple roads DONE
- RPG kinda map? could be in bonus maps KINDA DONE
- some speed map (mostly flat to prevent high speed bugs) DONE
- some (at least partially) interior map KINDA DONE
- something with multiple finishes DONE
- U-ramp to build speed and jump up to catch a CP (done) DONE
- jump through air ring with CP DONE
- sky images could be just composed of 4x4 normal images? then we only need
one type of image
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