# -*- org -*- * Things To Do ** DONE 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. ** TODO Input Provide hooks to respond to keyboard, mouse, and joystick events. Wrap SDL keycode, mouse button, etc. constants in our own enumeration. ** DONE Sprites Encapsulates an image and all of its transformations: position, rotation, scale, color, etc. ** TODO 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. ** TODO Tilesets Break an image up into many small pieces. Useful for creating maps. (make-tileset image tile-width tile-height padding margin) ** TODO Tileset animations Given a tileset, an animated sequence of frames can be created. (make-animation tileset frame-duration frames) ** TODO Tile maps Create a loader for Tiled .tmx map files. ** TODO 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. ** TODO Scripting Provide a way for users to easily script 2D games using coroutines (green threads) ** TODO 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 ** TODO Fonts Use Freetype to provide font rendering procedures. ** TODO 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 Most games need simple bounding box collision detection. Provide an efficient implementation that uses quad trees. ** TODO Particle systems Provide a highly configurible particle simulation system.