Re: [Super-tux-devel] TODO 0.0.7
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From: Tobias <tob...@gm...> - 2004-03-16 18:48:22
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Am Di, den 16.03.2004 schrieb Ricardo Cruz um 13:06: > I replayed to this mail and when I was just about to send it, my machine > frozen :( Let me see if I can remember it correctly ;) > > Hey! Nice to see that there is a plan already! > A few comments... > > Em Terça, 16 de Março de 2004 19:43, o Tobias Gläßer escreveu: > > Hi all > > > > this is the official 0.0.7 TODO list: > > > > On the code site: > > > > - Integrate lisp(reader) parser into SuperTux > > and extend it (if there is a need). For example > > gunzip compression with zlib would be a nice feature. > > This parser will then be used for levels and any configuration > > files. > > > I don't know anything about lisp (i learned Haskell at my college), does > anyone know a good (and simple :) ) documentation website about lisp? Thx. > > Compressing seems useless for the levelset, since those are just plain ascii > text files, but it would be of great use for tilesets. Anyway, currently, > network resources are ones that users lack the most, so let's try primary to > keep our packages small, instead of small in the disk. Inform yourself what a parser is and think about your comment again. ;( As for the compression, the new level-format will result in larger levels (in KBs) and ASCII is one of the things that are esspecially good for compression. Images on the other hand are very bad for compression, because they are already compressed (png, jpeg and the likes at least). > > - Improve the code reuse. We need a type that handles animations and > > actions for example. The aim is to make the engine more extendible, > > which goes along with the integration of the lispreader. > > > Well, c++ might be of good use for such thing. The current code is already > compilable in g++, so only a port of structs/funcs to class would be easy. > Really, an object oriented would allow much more flexible, while keeping the > code more readable and so more easy and funnier to code. Not everybody thinks C++ code == a class and a few class-members. A C++ port for me was a lot more. But it's currently the wrong time and simply too much work for a real C++ port. Remember, that 0.0.7 should be a short-cycled release. Using std::string instead of char* could be the way to go thought (to avoid buffer overflows for example) and switching to std::vector and the likes for arrays might be wise, too. > > - New and more flexible level-format using the lispreader. I'm sure > > discussions will take place about the exact needs, but as far as I can > > see the level-format for Milestone1 needs at least 3 layers. One for > > background tiles, which don't affect the gameplay. One for tiles, > > which build a map and don't move for example. And one for all special > > tiles (moving platforms) along with the bad guys. > > The idea is to give the level designer more freedom in the details, > > which means, that the level-format should be able to save the speed of > > a bad_guy for example or the direction a moving platform moves to. > > > I don't get it why you manage to make moving platforms/bag guys as another > layer. They would need a different implementation from that. I'm speaking about the internals of the level-file-format and not about layers in the engine. Althought they are similar. /me doesn't expect that you 'get' everything *kidding > > - Wheather effects. > > I think having wheather effects, which could be choosen by the > > level-designers, would be a great feature for SuperTux. It would make > > hand drawn clouds in the background unneccassary and provide a random > > and eyecandy behaviour. The first step is to create a special > > engine for effects in the background. For 0.0.7 clouds should be > > enough, but it is aimed to be easy extendible and things like dynamic > > rain, sunshine and storm could round up the feeling later. > > > Those sounds really great! > Would be cool to let the designer set the density and the desire area for the > effects. > > - Fix bugs. :) > > > > - Add comments to the sources. ;) > > > Would be cool to also agree on an indentation style ;) > I would go for something like this (using tabs, instead of two spaces): You have complained about that for several times now. GNU indentations are used in SuperTux and it will stay like that. Greetz... Tobias Gläßer -- |