155 lines
8 KiB
Text
155 lines
8 KiB
Text
=========== GENERAL ==============
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- allow stopping car rotation in air like in Trackmania
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- maybe allow some more air control, like slowing down with brakes, like in TM
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- sound engine: probably all SFX will be procedurally generated, ok?
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- music?
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- probably just make one long track, literally OGG or something, then make
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that be played by the frontend just ALL the time (maybe with the option in
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menu to just turn music off) -- simple frontends can just ignore music
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- allow car to be flipped upside down on start? with start block transform
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- map actually in ASCII format? how will humans edit it?
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- make a simple rendering setting:
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- will exclude images and only draw solid colors, let's say only 16, so that
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memory usage is reduced, CPU rendering is relieved, executable is smaller
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AND frontend doesn't have to use RGB565 (it can basically choose any mode).
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- camera behavior? what if car is riding upside down (on magnet) etc?
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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) <-- NO
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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. <-- YES
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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 <-- PROBABLY THIS
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- replay format
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=========== BUGS =================
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- drawing dithered transparent objects fills z-buffer in the transparent parts
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and then the geometry behind it isn't drawn <- PARTIALLY FIXED NOW
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=========== HANDLED ==============
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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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- THIS??? Draw further blocks in a simplified way, e.g. just splatting literal
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squares with constant color? See how it looks :)
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- background sky rendering efficiently:
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- first draw the solid color top and bottom
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- then render the 3D scene
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- then iterate over the strip that should have the sky texture and only draw
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to pixels where depth buffer was not overwritten (this step can be left out
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in case we have depth buffer or sky turned off)
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- maybe change sticker to fan? could me more fun: TEST and see
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- track size: 64x64x64
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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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- 64 x 64 x 2 = 8192, 6 x floor + 2 x wall + 1 x car = 8 * 8192 = 73728
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- (128 x 128 x 1) x 3 background = 49152
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- total = 122880
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- OK so materials (final?):
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- concrete: normal \
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- accelerator: accelerates (adds some constant to speed?) > same wall texture?
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- maybe jumppad (big "fan")? /
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- dirt: a bit slippery (maybe also a bit slows down?) \
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- magnet: pulls car downwards (allows riding on ceiling etc.) > same wall texture?
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- ice: extremely slippery (can barely turn) /
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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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- possibility of simple procedural textures to save space! <-- SOUNDS NICE
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- possibility to turn off textures completely <-- MUST HAVE
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- how to map textures to blocks?
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- figured out nice procedural mapping in Blender :) <-- DONE
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- PROBABLY LIKE THIS:
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- background textures: 128x128 with image-specific 256 color palette,
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pixel access shouldn't be as time critical here (128x128/256 looks better
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than 256x256/16/dithering, tried in Blender)
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- other textures 64x64 with direct 565 values stored
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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). <-- POSSIBLY NOT
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CAUSE BACKGROUND WON'T BE A 3D MODEL
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- Track model has to be preprocessed, unseen walls must be removed else would
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be too slow. <-- OF COURSE
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- Removing unseen triangles:
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- make a routine that does the cleaning, call it several times during the
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model construction (waiting till the very end could run out of memory
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with too many vertices/triangles, also processing so many of them could
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even make it slower), it will work like this:
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- go through all triangles, mark each covered or not (we can't remove
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them right away, they need to stay to see if they cover other tris)
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- for each triangle go through all again, mark the checked tri covered if:
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- the other tri has the same vertices (trivial case), OR
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- non-trivial case (consider e.g. two covering quads but split
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differently) not so easy, maybe good enough: if the tris share two
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vertices AND they're in the same plane (EZ to check for axis aligned)
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AND the other tri has a neighbor tri that has the non-shared vertex?
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- remove all marked tris AND vertices that become unused
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- ====== Track/map format: list of map blocks. =======
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- one block record:
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- type: 5 bits?
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- transform: 4 bits (16 possibilities):
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- top up:
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- non-mirrored:
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- none
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- rotate 90 around vertical
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- rotate 180 around vertical
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- rotatae 270 around vertical
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- mirrored:
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- same
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- top down:
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- same
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- material: 3 bits
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- coords: 18 bits
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- MAKE SPECIAL KINDS OF BLOCKS that will just e.g. copy the previously
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specified block 5 times forward, make cube of it etc. These special blocks
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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? <-- YES
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- maybe they could simply boost the car in its current direction? YES
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- just keeps accelerating car in its direction, ok?
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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 <-- YES
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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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- maybe just do both? pass to client pixel drawing function both a 565
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color and a simplified 1 byte color? <-- KINDA? There could be an option
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to just get simplified texture color in the 565 value that's normally
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normal color
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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). <-- NO
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- Or maybe not, we would need to somehow mark these with extra vars, plus we
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dont need to save space for block types really.
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- Maybe there could be no finish, the player would just have to take all the
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checkpoints? <--- THO probably not, would rule out "there and back" maps
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- THIS?: CP and FINISH will just be a special block, that's it?
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