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! | ||
− | ** | + | ** 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! | ||
Line 31: | Line 34: | ||
** 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:
- Engine section done!
- Off-topic section done!
- Editor section done!
- 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