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TODO #1

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10 of 34 tasks
Alan-FGR opened this issue Oct 21, 2017 · 1 comment
Open
10 of 34 tasks

TODO #1

Alan-FGR opened this issue Oct 21, 2017 · 1 comment

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@Alan-FGR
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Alan-FGR commented Oct 21, 2017

  • ### HIGH PRIORITY ###
  • decouple some of the game-specific code
  • remove vec2f class
  • make a simple demo on how to use the engine (incl ui and scripts)
  • implement proper zpos for quads/sprites using entity ypos and origin (+opt offset?)
  • light system serialization
  • implement IDisposable in components in a way that makes sense for subclasses and scripts
  • spatially optimized sound system
  • ### MEDIUM PRIORITY ###
  • decoupled Time class
  • allow objects to be marked 'static' so we round its position to pixels and not the quad when drawing
  • sprite component serialization (low priority, we use quads for most stuff)
  • revamp Misc.cs
  • revamp Serialization.cs
  • review EntityContainer.cs
  • efficient sounds pool for oneshots
  • make a system for subsystems - don't simply use components static members
  • finish optional 1D and 2D origin shifting
  • find a decent yet performant alternative to blurring shadows - current one sucks
  • add optional randomization for 'shaking' lights (e.g. bonfires)
  • revamp rendering - getting rts from cams and manually rendering to fb sucks
  • get rid of mainCam static
  • ### LOW PRIORITY ###
  • use float for pixel size to allow zooming out from 1:1
  • use ae instead of æ in assembies for compatibility
  • fix UI layouts always updating no matter what - dirtying?
  • tweak 2d shadows bias and dist
  • allow multiple textures - so sprites hold ref to texture not just UV rectf
  • fix quads shear effect - should be aligned
  • use entities AABBs not just origin for culling
  • rename components to plugin so people don't think it's real ECS
  • optimize pixel snapping - cache quads when position didn't change, don't snap again
  • provide optional input accumulators to use with systems ticking async or slower
  • decent general-purpose prefab editor
  • deshitify debug helper
  • use bitwise for ManagedChunkedComponent spatial optimization? drawback - POT
  • provide more collider types - at very least polygon
@Alan-FGR Alan-FGR changed the title TODO before first public version TODO Oct 22, 2017
@Alan-FGR
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NOTE: Can't remember why I should implement IDisposable for components, doesn't seem necessary at all, noting here so I have a clue when that comes back to bite me in the ass :trollface:

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