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authorDavid Thompson <dthompson2@worcester.edu>2016-02-27 12:10:57 -0500
committerDavid Thompson <dthompson2@worcester.edu>2016-02-27 12:10:57 -0500
commit3b47739e8224e5b26a70f5fde4f6167dbebca8e4 (patch)
treebddad809087fe06ca5db658583d75fe7607bb40b
parent5fd5074f5d664a8c0efee4b8b295109856de0ff8 (diff)
TODO: Move completed tasks into archive section.
-rw-r--r--.dir-locals.el5
-rw-r--r--TODO.org320
2 files changed, 225 insertions, 100 deletions
diff --git a/.dir-locals.el b/.dir-locals.el
index d9a19a4..b4034ae 100644
--- a/.dir-locals.el
+++ b/.dir-locals.el
@@ -1,4 +1,7 @@
-((scheme-mode
+((org-mode
+ .
+ ((org-archive-location . "::* Archived Tasks")))
+ (scheme-mode
.
((eval . (put 'call-with-transform-excursion 'scheme-indent-function 1))
(eval . (put 'with-transform-excursion 'scheme-indent-function 1))
diff --git a/TODO.org b/TODO.org
index 4e1e4f7..7c88c7b 100644
--- a/TODO.org
+++ b/TODO.org
@@ -97,12 +97,156 @@
** TODO [#C] Instanced rendering
A nice optimization when rendering the same mesh a bunch of times.
+* Improvements
+
+** TODO [#A] Implement <rect>, <vector2>, <vector3>, and <vector4> as packed f64 bytevectors
+ Currently, it's expensive to use these types when performing OpenGL
+ operations such as writing to vertex buffer objects because Guile
+ does scm->f64 conversions before writing to a bytevector. To take
+ advantage of Guile 2.2's float unboxing, we can implement these
+ types as a record type with one field: a bytevector. The
+ bytevector will store all of the fields packed together. To take
+ advantage of unboxing, the procedures that get/set these "fields"
+ should be inlined.
+
+** TODO [#B] Clean up imperative rendering API
+ The functional, monadic rendering API is nice and clean, but the
+ low-level imperative API is very messy. Perhaps it could use some
+ syntactic sugar for all of the "call-with-foo" forms. Also, a
+ naming convention needs to clearly differentiate procedures/macros
+ in the imperative API from those in the high-level API.
+ Originally, I didn't expect users to really ever have to use the
+ imperative API, but the introduction of sprite batches has made me
+ realize that writing custom low-level rendering routines will be
+ common enough to merit a nice API.
+
+** TODO [#B] Treat shaders like procedures
+ One can view a draw call as the application of a shader program.
+ The arguments to the shader program are uniforms and vertices.
+
+** TODO [#B] Use uniform buffer objects
+ Uniform buffer objects allow setting many uniform values at once,
+ rather than performing a GPU call for each, which results in better
+ performance.
+
+** TODO [#C] inotify-based live reloading
+ Better than periodically making 'stat' calls in a loop.
+
+* Documentation
+
+** TODO Document rendering API
+ I can't settle on a rendering API, so I haven't bothered making
+ good docs for it. Once the above rendering tasks are complete,
+ it's probably safe to write docs.
+
+** TODO Write a tutorial
+ Walk a beginner through the basic features of Sly and establish a
+ simple development workflow.
+
+ - Start the game loop
+ - Render a sprite
+ - Move the sprite
+ - Live hack
+
+* Bugs
+
+* Releases
+
+** DONE 0.1 Release
+ A 0.1 release was made under the project's old name, guile-2d. Now
+ that things have changed so drastically and the name has been
+ changed, a new 0.1 release will be made.
+
+ - [X] New REPL server
+ Use the (system repl coop-server) module in Guile 2.0.11.
+ - [ ] Screencast
+ - [-] Relatively complete documentation (it's a start)
+ - [X] Clean up font module
+ - [X] Add GLSL shaders
+ - [X] Finish FRP module
+ - [X] Make basic webpage with HTML docs
+ - [X] Basic rendering (must support sprites and text)
+
+* Archived Tasks
+
** DONE [#A] Game loop
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Provide a game loop structure that responds to input events,
updates the game state, renders the scene. Use a fixed update
timestep and cap the maximum FPS.
+** DONE [#A] Allow modules to declare state via signals, including OpenGL resources
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Improvements
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
+ This is a tricky one. The major headache with my Lisp Game Jam
+ attempt was that the signal framework had to be abandoned
+ *everywhere* except the top-level environment of the script that
+ starts the game loop. The reason for this was that the game state
+ typically required that the SDL window was opened and the OpenGL
+ context was available in order to work. Thus, at the top-level, we
+ first had to open a window and only then could we define signals.
+ The goal here would be to eliminate this major restriction so that
+ a game can be factored into many Guile modules and still declare
+ time varying state with signals. One important consequence here is
+ that all OpenGL resources *must* be declared as signals that wait
+ for the game loop to start before loading.
+
+** DONE [#A] Implement sprite batch in terms of a mesh
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Improvements
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
+ Fix code that assumes meshes to be static, allowing for the dynamic
+ sprite batch use-case.
+
+** DONE [#A] Pure Scheme 4x4 matrix multiplication implementation
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Improvements
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
+ Guile 2.1.2's float unboxing optimizations should enable this to be
+ both fast and not allocate so much. The GSL dependency can be
+ removed (yay!) once this is complete. Be sure to use Guile's ,x
+ metacommand to view the disassembly to ensure that the necessary
+ optimizations are indeed being used.
+
+** DONE [#B] Use a single OpenGL resource guardian structure
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Improvements
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
+ This will deduplicate code amongst all Scheme data types that wrap
+ OpenGL resources, because right now each one uses its own separate
+ guardian.
+
** DONE [#A] Input
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Provide hooks to respond to keyboard, mouse, and joystick events.
Wrap SDL keycode, mouse button, etc. constants in our own
enumeration.
@@ -113,6 +257,13 @@
- [X] Joystick
** DONE [#A] Sprites
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Encapsulates an image and all of its transformations: position,
rotation, scale, color, etc.
@@ -122,6 +273,13 @@
- [X] Use a sprite batch when drawing if one is currently bound
** DONE [#A] Sprite batches
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Efficiently render a large number of sprites. Only change OpenGL
context when necessary. For example, don't change texture when
rendering several sprites in a row that use the same one.
@@ -132,12 +290,26 @@
- See: https://bitbucket.org/rude/love/src/d95dfb67079a60f8de64304dac9002544695f1bb/src/modules/graphics/opengl/SpriteBatch.cpp?at=default
** DONE [#A] Tilesets
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Break an image up into many small pieces. Useful for creating maps.
- [X] Algorithm to split texture into tiles
- [X] <tileset> type
** DONE [#A] Coroutines
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Provide a way for users to easily script asynchronous behaviors
using coroutines and a scheduler.
@@ -145,6 +317,13 @@
- [X] Agenda
** DONE [#A] Vectors and matrices
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Vectors and matrices are needed constantly for games. Provide an
easy-to-use module that provides procedures for common
vector/matrix math operations
@@ -153,13 +332,34 @@
- [X] Matrices
** DONE [#A] Fonts
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
- [X] Write wrappers for needed FTGL functions
- [X] Write font rendering procedures
** DONE [#A] Sound
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Provide helpful wrappers around SDL sound procedures?
** DONE [#A] REPL
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Provide a REPL that plays nice with the game loop. Easier said than
done.
@@ -172,111 +372,33 @@
- Will be available in Guile 2.0.10!
** DONE [#A] Upgrade to SDL2
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
- Write necessary bindings and release [[https://git.dthompson.us/guile-sdl2.git][guile-sdl2]].
- Replace freeimage with sdl_image 2.0
** DONE [#B] Animations
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
Create a data type to represent an animated sequence of textures
and/or texture regions.
** DONE [#B] Asset Management
+ :PROPERTIES:
+ :ARCHIVE_TIME: 2016-02-27 Sat 12:07
+ :ARCHIVE_FILE: ~/Code/sly/TODO.org
+ :ARCHIVE_OLPATH: Features
+ :ARCHIVE_CATEGORY: TODO
+ :ARCHIVE_TODO: DONE
+ :END:
- [X] Live asset reloading
-
-* Improvements
-
-** TODO [#A] Implement <rect>, <vector2>, <vector3>, and <vector4> as packed f64 bytevectors
- Currently, it's expensive to use these types when performing OpenGL
- operations such as writing to vertex buffer objects because Guile
- does scm->f64 conversions before writing to a bytevector. To take
- advantage of Guile 2.2's float unboxing, we can implement these
- types as a record type with one field: a bytevector. The
- bytevector will store all of the fields packed together. To take
- advantage of unboxing, the procedures that get/set these "fields"
- should be inlined.
-
-** TODO [#B] Clean up imperative rendering API
- The functional, monadic rendering API is nice and clean, but the
- low-level imperative API is very messy. Perhaps it could use some
- syntactic sugar for all of the "call-with-foo" forms. Also, a
- naming convention needs to clearly differentiate procedures/macros
- in the imperative API from those in the high-level API.
- Originally, I didn't expect users to really ever have to use the
- imperative API, but the introduction of sprite batches has made me
- realize that writing custom low-level rendering routines will be
- common enough to merit a nice API.
-
-** TODO [#B] Treat shaders like procedures
- One can view a draw call as the application of a shader program.
- The arguments to the shader program are uniforms and vertices.
-
-** TODO [#B] Use uniform buffer objects
- Uniform buffer objects allow setting many uniform values at once,
- rather than performing a GPU call for each, which results in better
- performance.
-
-** TODO [#C] inotify-based live reloading
- Better than periodically making 'stat' calls in a loop.
-
-** DONE [#A] Allow modules to declare state via signals, including OpenGL resources
- This is a tricky one. The major headache with my Lisp Game Jam
- attempt was that the signal framework had to be abandoned
- *everywhere* except the top-level environment of the script that
- starts the game loop. The reason for this was that the game state
- typically required that the SDL window was opened and the OpenGL
- context was available in order to work. Thus, at the top-level, we
- first had to open a window and only then could we define signals.
- The goal here would be to eliminate this major restriction so that
- a game can be factored into many Guile modules and still declare
- time varying state with signals. One important consequence here is
- that all OpenGL resources *must* be declared as signals that wait
- for the game loop to start before loading.
-
-** DONE [#A] Implement sprite batch in terms of a mesh
- Fix code that assumes meshes to be static, allowing for the dynamic
- sprite batch use-case.
-
-** DONE [#A] Pure Scheme 4x4 matrix multiplication implementation
- Guile 2.1.2's float unboxing optimizations should enable this to be
- both fast and not allocate so much. The GSL dependency can be
- removed (yay!) once this is complete. Be sure to use Guile's ,x
- metacommand to view the disassembly to ensure that the necessary
- optimizations are indeed being used.
-** DONE [#B] Use a single OpenGL resource guardian structure
- This will deduplicate code amongst all Scheme data types that wrap
- OpenGL resources, because right now each one uses its own separate
- guardian.
-
-* Documentation
-
-** TODO Document rendering API
- I can't settle on a rendering API, so I haven't bothered making
- good docs for it. Once the above rendering tasks are complete,
- it's probably safe to write docs.
-
-** TODO Write a tutorial
- Walk a beginner through the basic features of Sly and establish a
- simple development workflow.
-
- - Start the game loop
- - Render a sprite
- - Move the sprite
- - Live hack
-
-* Bugs
-
-* Releases
-
-** DONE 0.1 Release
- A 0.1 release was made under the project's old name, guile-2d. Now
- that things have changed so drastically and the name has been
- changed, a new 0.1 release will be made.
-
- - [X] New REPL server
- Use the (system repl coop-server) module in Guile 2.0.11.
- - [ ] Screencast
- - [-] Relatively complete documentation (it's a start)
- - [X] Clean up font module
- - [X] Add GLSL shaders
- - [X] Finish FRP module
- - [X] Make basic webpage with HTML docs
- - [X] Basic rendering (must support sprites and text)