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* 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.
** DONE Input
Provide hooks to respond to keyboard, mouse, and joystick events.
Wrap SDL keycode, mouse button, etc. constants in our own
enumeration.
- [X] Keyboard
- [X] Mouse
- [X] Window (active, resize, quit)
- [X] Joystick
** DONE Sprites
Encapsulates an image and all of its transformations: position,
rotation, scale, color, etc.
- [X] Use FreeImage
- [X] Add support for texture regions
- [X] Add support for animations
- [X] Use a sprite batch when drawing if one is currently bound
** 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.
** DONE Tilesets
Break an image up into many small pieces. Useful for creating maps.
- [X] Algorithm to split texture into tiles
- [X] <tileset> 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.
** 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.
** DONE Scripting
Provide a way for users to easily script 2D games using coroutines
and a scheduler.
- [X] Coroutines
- [X] Agenda
** 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
- [X] Vectors
- [ ] Matrices
** DONE Fonts
- [X] Write wrappers for needed FTGL functions
- [X] Write font rendering procedures
** DONE Sound
Provide helpful wrappers around SDL sound 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.
- [X] Rect module
- [ ] Quadtree module
** TODO Particle systems
Provide a highly configurible particle simulation system.
- [ ] Investigate ways to make it fast. Use guile-compost for
performance reasons.
** TODO Asset Management
Provide a generic system for loading assets (images, sounds, fonts,
etc.) and storing them in a cache. Explore using weak keys so that
assets are removed from the cache when they are no longer
referenced.
- [ ] Create asset cache
- [ ] Live asset reloading
** TODO Keymaps
Provide an Emacs-like way of defining key combinations so that
multi-button input is easy for users.
- [ ] Abstract away input methods
Controls can be bound to keys, mouse, whatever
- [ ] Basic sequences
Press A then B
- [ ] Simultaneous key presses
Press A and B at the same time
- [ ] Composing sequences
Press A then B + C
- [ ] Timeouts
Press A then B then C within 15 frames time
- [ ] Sequences with actions along the way
Press A to kick, then forward + B to uppercut, within 30 frames
time.
** TODO 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 Scene Graph
Provide a reactive scene graph for representing the renderable
objects in a game.
** TODO Shaders
- [ ] Scheme -> GLSL compiler
Port http://wiki.call-cc.org/eggref/4/glls to guile?
** TODO Upgrade to SDL2
Guile bindings needed.
** TODO Rename (sly helpers) to (sly utils)
** TODO Rename (sly transform) to (sly math transform)
** TODO Rename (sly quaternion) to (sly math quaternion)
** TODO Rename (sly shader) to (sly render shader)
** TODO 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
- [X] Clean up font module
- [X] Add GLSL shaders
- [X] Finish FRP module
- [X] Make basic webpage with HTML docs
- [ ] Basic scene graph (must support sprites and text)
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