[TuxKart-devel] Getting Started.
Status: Alpha
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sjbaker
From: Steve B. <sjb...@ai...> - 2004-06-27 19:51:23
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Looks like a lot of people from GoTM are already subscribed here, I think we should kick off with a more comprehensive ToDo List. Here is the ToDo from the TuxKart thread over on HP GoTM with more of my comments. Please chip in with suggestions (and volunteering): 1) Better kart dynamics (skidding, etc). I didn't think I needed that at the time - but enough people tell me it sucks without it that I have to agree. We talked some about using ODE physics for this...that seems possible. This is a concrete decision we have to take - we can't start off on one route and change our minds. Does anyone have much ODE experience? I've played with it (with mixed success). Either way, we want some variety in the Kart's handling - so we can vary the power, the tyre grip, etc, etc. 2) Better eye-candy (smoke puffs, skid marks, etc). This is fairly simple - the PLIB library supports particle systems and most of these things can be described that way. We need some hooks in the game engine to turn them on - and someone to paint some small textures for the particles themselves. Do we have any particle system gurus? I've done some work with them...but it's not like I don't have anything else to do here! 3) Improved collision detection (sometimes a kart will fall through a hole in the terrain) Two choices: If we go with ODE, it has it's own collision detection - although you can supply your own. Dunno if it's fast enough though. If we don't go with ODE - or if we don't want to use ODE's collision library - we can just try to fix whatever the bug is in the present system. I guess we need to work the ODE decision first. 4) More tracks, better 3D models in general...this game was designed for a graphics card that could draw maybe 1000 polygons at reasonable frame rates. Modern cards can to a thousand times more than that. We've had a couple of ideas for new models. Basically, we have three catagories of model: a) Characters and their GoKarts...we need (IMHO) at least six of these so that we don't have to run all the same characters in all of the races. b) Racetracks. Some of the present ones are OK "as is" - others need to be dumped or radically improved. I'd like to get a thread started with ideas for new tracks. c) Special effects, road hazards, weapons & collectibles. These tend to be quite easy to do...we just need a list. 5) Better enemy AI (OK - *some* enemy AI!) - at present, the enemy karts just steer to try to follow a curve laid down through the approximate center of the track.. Um - yes. Help! Who does good AI? 6) Split-screen Multiplayer maybe? MarioKart is a lot of fun in multiplayer - so TuxKart would be too. I can certainly handle this...in fact, I think I'll work this today. 7) Stuff like high score tables, option pages, action replay.... Yep. LOTS of annoying minor details here. Ability to select a player, ability to select a course using screenshots, ability to pick difficulty levels and show kart properties (eg Speed, Accelleration, Grip, Damage resistance). 8) An improved 'bridge' from Blender to '.ac' format. (or maybe a '.blend' loader for PLIB). It's not clear whether we have to improve TuxKart's handling of '.ac', improve Blender's exporter, or write an entire new '.blend' loader for AC3D. Comments please? 9) Shadows under the Karts, Environment mapping for shiney chrome exhausts, etc. I've already added simple spheremapping...it looks good on Grumbel's new kart. Shadows are very easy - but they have to track along the ground - I can do that easily. 10) Considering getting network play working. I checked the TuxKart code - and there is very minimal network code there, it'll need a complete rewrite I suspect. Probably we should leave this until/unless someone passionately wants to do it. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |