-
Notifications
You must be signed in to change notification settings - Fork 2
/
todo.txt
66 lines (61 loc) · 3.43 KB
/
todo.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
-------------NEED TO IMPLEMENT--------------
implement the layer system - maybe not
---> resources ids are strings, find some way to make them a number
create a real renderer(sort by material before rendering)
create a generic input system(process inputs(network too maybe in future) in a message pump for debugging)
Maybe replace normal inheritance with policy based design(compile time polimorphism)
make resouce object manage cpu and gpu memory
change raw pointers to smart pointers ASAP!!!!(smart pointers are used in the resource manager)
Get rid of exceptions!(maybe switch to EASTL?)
support compressed textures
implement a rendering culler that fills the actual render list
implement a memory allocator for the render packets
need a new OBJ parser to get rid of assimp
implement real collisions
implement portals
implement light probes
add a raymarcher to show some fractals
implement FileSystem to detect changes in shader files and recompile them on the fly
---------------IMPLEMENTED-----------------
add options to transform propagation to ignore scaling and or rotation
-------------NEED TO FIX-------------------
playerInput doesn't work in first person camera
Comment the code!
coordinates sometimes are reversed why???
dark outline when moving camera??
complete the math library implement all operators(maybe some optimizations)
GPUprogram Uniform mess!
make settings not ignore resolution when starting in fullscreen mode(also fullscreen uses all available cpu for some reason)
Logger is too slow
ECS system should recieve as parameter only the required components not the whole entity
fix the input actions they are weird now
removeComponent might not delete the component
entity scaling bug
rotation component should rotate over final transform not world axis
unregister an non existent entity from system produces a crash
when registering an entity to a system, the program should check if the entity in question contains the required components for that system
Texture and FrameBuffer constructors are silly change them!!
camera doesn't turn well after rotating in the forward direction
Fix the Framebuffer creation, attachTexture is just silly
resource manager get method is just stupid.. need to be type safe!
the whole input subsystem is shit probably need to rewrite it
the code launches an exception on startup in release mode(dont know why)
rendering glitch with black square??
logger doesnt write to file anymore
----------FIXED FOR THE MOMENT-------------
ecs transform propagation doesnt work well when parent object rotates around 2 axis
Material takes an empty texture pointer when the texture is a cube texture for some reason
attach entities needs to detect if there is any loops in the entities hierarchy
test functions are really bad
mouselook - need to implement with quaternions
entity transform propagation does not work
makeRotationMatrix is wrong!
camera api is wrong fix it - fixed for now
integrate stb_image into the engine better
--------------DONE--------------------------
add the includes only on the files that need them not globaly
----------NOTE-------------
the reason for all the basically empty interfaces is to define a contract for all the
platform dependent objects, the reason they are empty is because the api is still evolving
once the api mature i will define the methods as all virtual methods so i can have a common interface (hopefuly)
for all the different platforms supported