From 9b1e6a5f6428f63ad6d4742629b0dd8ea1477e88 Mon Sep 17 00:00:00 2001 From: David Thompson Date: Sat, 27 Feb 2016 11:16:56 -0500 Subject: Add new TODO items and set priority on existing items. --- TODO.org | 196 ++++++++++++++++++++++++++++++++++----------------------------- 1 file changed, 107 insertions(+), 89 deletions(-) (limited to 'TODO.org') diff --git a/TODO.org b/TODO.org index 5476bb9..3e8baee 100644 --- a/TODO.org +++ b/TODO.org @@ -1,11 +1,19 @@ * Features -** DONE Game loop +** TODO [#A] Smooth animation helper + Remove the temporal aliasing in animation by interpolating between + current and previous state of animated objects. + +** TODO [#A] Actors and scripts + Provide a purely functional means of scripting objects using a + monadic combinator interface. + +** DONE [#A] Game loop 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 Input +** DONE [#A] Input Provide hooks to respond to keyboard, mouse, and joystick events. Wrap SDL keycode, mouse button, etc. constants in our own enumeration. @@ -15,7 +23,7 @@ - [X] Window (active, resize, quit) - [X] Joystick -** DONE Sprites +** DONE [#A] Sprites Encapsulates an image and all of its transformations: position, rotation, scale, color, etc. @@ -24,7 +32,7 @@ - [X] Add support for animations - [X] Use a sprite batch when drawing if one is currently bound -** DONE Sprite batches +** DONE [#A] Sprite batches 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. @@ -34,33 +42,20 @@ - See: https://www.opengl.org/wiki/Buffer_Object_Streaming - See: https://bitbucket.org/rude/love/src/d95dfb67079a60f8de64304dac9002544695f1bb/src/modules/graphics/opengl/SpriteBatch.cpp?at=default -** DONE Tilesets +** DONE [#A] Tilesets Break an image up into many small pieces. Useful for creating maps. - [X] Algorithm to split texture into tiles - [X] type -** DONE Animations - Create a data type to represent an animated sequence of textures - and/or texture regions. - -** TODO Tile maps - - [ ] Create a generic tilemap module - - [ ] Create a loader for Tiled .tmx map files. - -** DONE Scene graph - A tree structure that is traversed when rendering a game scene. - The graph is composed of groups and nodes. Transformations are - accumulated as the tree is walked. - -** DONE Scripting - Provide a way for users to easily script 2D games using coroutines - and a scheduler. +** DONE [#A] Coroutines + Provide a way for users to easily script asynchronous behaviors + using coroutines and a scheduler. - [X] Coroutines - [X] Agenda -** DONE Vectors and matrices +** DONE [#A] Vectors and matrices Vectors and matrices are needed constantly for games. Provide an easy-to-use module that provides procedures for common vector/matrix math operations @@ -68,19 +63,67 @@ - [X] Vectors - [X] Matrices -** DONE Fonts +** DONE [#A] Fonts - [X] Write wrappers for needed FTGL functions - [X] Write font rendering procedures -** DONE Sound +** DONE [#A] Sound Provide helpful wrappers around SDL sound procedures? -** TODO A* pathfinding +** DONE [#A] REPL + Provide a REPL that plays nice with the game loop. Easier said than + done. + + - [X] Modify Guile's REPL to work with the game loop + - Short-term solution that *mostly* works + - [X] Write a new REPL that runs in the current thread + - Use coroutines + - Read user input from a separate thread so as to not block the + main thread + - Will be available in Guile 2.0.10! + +** DONE [#A] Upgrade to SDL2 + - Write necessary bindings and release [[https://git.dthompson.us/guile-sdl2.git][guile-sdl2]]. + - Replace freeimage with sdl_image 2.0 + +** TODO [#B] Bitmap font rendering from tileset + Some fonts aren't available in TTF format, only as a tileset image. + It would very useful for 2D games to be able to render these. Even + better if the font rendering procedures are made polymorphic to + handle this new type of font. + +** TODO [#B] Geometry combinators + A functional interface for composing complex geometry from the + simple building block of triangles. A square is 2 triangles, a + cube is 6 squares, etc. A triangle has 3 vertices with a + particular winding. + +** TODO [#B] 3D model file loader + Use guile-assimp to support loading many 3D model file formats. + +** TODO [#B] Multi-pass rendering pipelines + It's possible to do multi-pass rendering now by binding + framebuffers, shaders, etc. and running the same rendering code + again, but there's probably some nicer abstraction that could clean + this up. + +** DONE [#B] Animations + Create a data type to represent an animated sequence of textures + and/or texture regions. + +** DONE [#B] Asset Management + - [X] Live asset reloading + +** TODO [#C] Tile maps + - [ ] Create a generic tilemap module + - [ ] Create a loader for Tiled .tmx map files. + +** TODO [#C] A* pathfinding A* is a commonly used pathfinding algorithm for games. Pathfinding is such a common task that it would be nice to provide users with a generic implementation. -** TODO Bounding box collision detection +** TODO [#C] Bounding box collision detection Most games need simple bounding box collision detection. Provide an efficient implementation that uses quad trees. @@ -88,16 +131,13 @@ - [ ] Quadtree module (needs more thought, a purely functional data structure would be preferable) -** TODO Particle systems +** TODO [#C] Particle systems Provide a highly configurible particle simulation system. - [ ] Investigate ways to make it fast. Use guile-compost for performance reasons. -** DONE Asset Management - - [X] Live asset reloading - -** TODO Keymaps +** TODO [#C] Keymaps Provide an Emacs-like way of defining key combinations so that multi-button input is easy for users. @@ -115,86 +155,44 @@ Press A to kick, then forward + B to uppercut, within 30 frames time. -** TODO GUI widgets +** TODO [#C] GUI widgets Provide a set of common graphical widgets such as buttons, scroll bars, and sliders. -** DONE REPL - Provide a REPL that plays nice with the game loop. Easier said than - done. - - - [X] Modify Guile's REPL to work with the game loop - - Short-term solution that *mostly* works - - [X] Write a new REPL that runs in the current thread - - Use coroutines - - Read user input from a separate thread so as to not block the - main thread - - Will be available in Guile 2.0.10! - -** TODO Shaders +** TODO [#C] Shaders - [X] Shader data type - [ ] Scheme -> GLSL compiler Port http://wiki.call-cc.org/eggref/4/glls to guile? -** DONE Upgrade to SDL2 - - Write necessary bindings and release [[https://git.dthompson.us/guile-sdl2.git][guile-sdl2]]. - - Replace freeimage with sdl_image 2.0 - -** TODO "Nine patches" +** TODO [#C] "Nine patches" Images that have a resizable central area but fixed width/height edges. See [[https://developer.android.com/guide/topics/graphics/2d-graphics.html#nine-patch][this Android document]] for details. -** TODO Job control for agenda +** TODO [#C] Job control for agenda Allow for pausing and cancelling jobs. -** TODO Async/threaded signals? +** TODO [#C] Async/threaded signals? Not sure how to do this as some things, such as SDL and OpenGL calls, *must* be done in the main thread. Maybe signals should just stay synchronous. -** TODO Smooth animation helper - Remove the temporal aliasing in animation by interpolating between - current and previous state of animated objects. - -** TODO Bitmap font rendering from tileset - Some fonts aren't available in TTF format, only as a tileset image. - It would very useful for 2D games to be able to render these. Even - better if the font rendering procedures are made polymorphic to - handle this new type of font. - -** TODO Geometry combinators - A functional interface for composing complex geometry from the - simple building block of triangles. A square is 2 triangles, a - cube is 6 squares, etc. A triangle has 3 vertices with a - particular winding. - -** TODO 3D model file loader - Use guile-assimp to support loading many 3D model file formats. - -** TODO Lighting +** TODO [#C] Lighting Ambient, point, directional, etc. -** TODO Multi-pass rendering pipelines - It's possible to do multi-pass rendering now by binding - framebuffers, shaders, etc. and running the same rendering code - again, but there's probably some nicer abstraction that could clean - this up. - -** TODO Instanced rendering +** TODO [#C] Instanced rendering A nice optimization when rendering the same mesh a bunch of times. * Improvements -** TODO [#A] 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 [#A] Implement , , , and 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. ** 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 @@ -220,6 +218,26 @@ 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. +** 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. + ** 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 -- cgit v1.2.3