Add todos

This commit is contained in:
Miloslav Ciz 2023-07-23 16:51:09 +02:00
parent 17f7f9d70a
commit 7e8c82fae3
4 changed files with 6386 additions and 26 deletions

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- 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
drawn)
- HERE IS THE BEAUTY: when building the map 3D model from map format, order
the triangle indices so that they are grouped by blocks in the index array,
i.e. if we draw first N triangles we actually draw the fist subblock, if
we draw the next N triangles we draw the second subblocks etc. Then just
create a function to draw Nth subblock and use this to only draw the
subblocks we want to draw.
- Architecture (modules):
- map: loads map n stuff
- racing engine (depends on map): handles physics of car with given inputs
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will be preprocessed out to normal blocks when the map is loaded. This will
compress the stored maps.
- binary
- how to do accelerators?
- special material?
- maybe they could simply boost the car in its current direction?
- compile time option to choose how many maps to include (for platforms with
lower memory)
- Environments: just different textures for a cube inside which the tarck is,
the cube won't have the top side, texture can have transparency (sky see
through)
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in some format)
- maybe just do both? pass to client pixel drawing function both a 565
color and a simplified 1 byte color?
- How to visually represent checkpoints (and finish)?
- Could be kind of an arrow made of single tri above the block?
(try how it looks in Blender)
- Probably just a literal block (or pyramid) DRAWN WITH DITHERING and/or
blinking
- Start and finish blocks will be just the first/last checkpoint blocks (no need
for special start, finish and CP).
- Or maybe not, we would need to somehow mark these with extra vars, plus we