Add todos
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TODO.txt
20
TODO.txt
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- track size: 64x64x64
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- EFFICINT MAP DRAWING:
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- map will be subdivided into subblocks (probably 16x16x16 or 8x8x8), only
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nearest subblocks (and possibly only those in viewing direction will be
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drawn)
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- HERE IS THE BEAUTY: when building the map 3D model from map format, order
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the triangle indices so that they are grouped by blocks in the index array,
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i.e. if we draw first N triangles we actually draw the fist subblock, if
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we draw the next N triangles we draw the second subblocks etc. Then just
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create a function to draw Nth subblock and use this to only draw the
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subblocks we want to draw.
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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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will be preprocessed out to normal blocks when the map is loaded. This will
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compress the stored maps.
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- binary
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- how to do accelerators?
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- special material?
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- maybe they could simply boost the car in its current direction?
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- compile time option to choose how many maps to include (for platforms with
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lower memory)
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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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in some format)
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- maybe just do both? pass to client pixel drawing function both a 565
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color and a simplified 1 byte color?
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- How to visually represent checkpoints (and finish)?
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- Could be kind of an arrow made of single tri above the block?
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(try how it looks in Blender)
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- Probably just a literal block (or pyramid) DRAWN WITH DITHERING and/or
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blinking
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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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- Or maybe not, we would need to somehow mark these with extra vars, plus we
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