User:Dahnielson/.plan

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** <span style="text-decoration: line-through;">MaratisOpenGLES</span> done!
 
** <span style="text-decoration: line-through;">MaratisOpenGLES</span> done!
 
** <span style="text-decoration: line-through;">MaratisWavSound</span> done!
 
** <span style="text-decoration: line-through;">MaratisWavSound</span> done!
** Need to build the MaratisPlayer as a shared lib
+
** MaratisAndroidPlayer:
** Option 1: Need to write an Android app that loads the MaratisPlayer lib via JNI
+
*** <span style="text-decoration: line-through;">Option 1: Need to write an Android app that loads the MaratisPlayer lib via JNI</span>
** Option 2: Or just go native and write the whole app in C++
+
*** <span style="text-decoration: line-through;">Option 2: Or just go native and write the whole app in C++</span>
 +
*** Option 3: Just use SDL2.
 
** Add build for OUYA as option
 
** Add build for OUYA as option
 +
* Create an iOS build:
 +
** Port to iOS using SDL2
 
* Dependencies:
 
* Dependencies:
 
** <span style="text-decoration: line-through;">Replacing DevIL with "native" image loaders (we already have libjpeg and libpng as dependencies)</span> done!
 
** <span style="text-decoration: line-through;">Replacing DevIL with "native" image loaders (we already have libjpeg and libpng as dependencies)</span> done!
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** Test CMake build system with Visual Studio
 
** Test CMake build system with Visual Studio
 
** Create a crosscompiled MinGW build for Windows
 
** Create a crosscompiled MinGW build for Windows
 +
** Create a crosscompiled ARM Linux build for e.g. Rasberry Pi.
 
** Add regression tests
 
** Add regression tests
 
* Assorted ideas:
 
* Assorted ideas:
 
** Profiler
 
** Profiler
 
** AI engine infrastructure
 
** AI engine infrastructure
** Navmesh (via Recastnavigation)
+
*** Navmesh (via Recastnavigation) as component
 
** Console/CVars/Commands
 
** Console/CVars/Commands
 
** Entity scheduling (like in Quake/Source)
 
** Entity scheduling (like in Quake/Source)
** Networking (via ENet)
+
** Networking (via e.g. ENet)
 
** Automatic LOD (like in Torque3D)
 
** Automatic LOD (like in Torque3D)
 
** Terrain (via PolyVox)
 
** Terrain (via PolyVox)
 
** Water
 
** Water

Latest revision as of 14:09, 12 March 2014

  • Read all topics in all sections of the forum:
    1. Engine section done!
    2. Off-topic section done!
    3. Editor section done!
    4. News section done!
  • Get more content into wiki
  • Create an Android build:
    • Bullet done!
    • FreeType done!
    • Lua done!
      • With a small patch, updating to latest version will not fix the problem.
    • NPK done!
      • With a small patch to current version, should be updated to latest version instead.
    • TinyXML done!
    • MaratisCommon done!
    • MaratisOpenGLES done!
    • MaratisWavSound done!
    • MaratisAndroidPlayer:
      • Option 1: Need to write an Android app that loads the MaratisPlayer lib via JNI
      • Option 2: Or just go native and write the whole app in C++
      • Option 3: Just use SDL2.
    • Add build for OUYA as option
  • Create an iOS build:
    • Port to iOS using SDL2
  • Dependencies:
    • Replacing DevIL with "native" image loaders (we already have libjpeg and libpng as dependencies) done!
    • Loading precompressed S3TC textures (DDS files) directly.
    • Replacing libsndfile with "native" sound loaders using libogg, libvorbis and libvorbisfile done!
    • Look into streaming playback of ogg vorbis and ogg theora files.
    • Replacing OpenAL with OpenAL-Soft done!
    • Look into LuaJIT
    • Switch to SDL2 (to get force feedback, game controllers and simplify cross-platform support)
  • Build system:
    • Test CMake build system with Visual Studio
    • Create a crosscompiled MinGW build for Windows
    • Create a crosscompiled ARM Linux build for e.g. Rasberry Pi.
    • Add regression tests
  • Assorted ideas:
    • Profiler
    • AI engine infrastructure
      • Navmesh (via Recastnavigation) as component
    • Console/CVars/Commands
    • Entity scheduling (like in Quake/Source)
    • Networking (via e.g. ENet)
    • Automatic LOD (like in Torque3D)
    • Terrain (via PolyVox)
    • Water
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