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/*
Copyright (c) 2017 DIVIDE-Studio
Copyright (c) 2009 Ionut Cava

This file is part of DIVIDE Framework.

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software
and associated documentation files (the "Software"), to deal in the Software
without restriction,
including without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so,
subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
IN CONNECTION WITH THE SOFTWARE
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

*/

#ifndef _DIVIDE_TO_DO_H_
#define _DIVIDE_TO_DO_H_

/*
==================== Rework Material system ===========================================
- Add Phong, Cell and PBR (metalness and specular systems) shading
- Separate shader logic from material logic
- Separate material logic from lighting logic

==================== Change scene system ===============================================
DONE: Always load a default scene that will never be unloaded
DONE: - Default scene will handle both  main menu and scene transition screen
DONE: -- Add a button for each DETECTED scene
-- Create a list of needed assets for each scene. Flag common assets to avoid unloading when switching scenes
DONE: -- Never unload shaders from ShaderManager. DONE
-- Show animated Loading text when scene button is pressed. Hide scene buttons. Load scene in separate thread. Switch active scene on load finish
-- Add quite scene dialog (Yes/No). Switch to default scene on Yes.
Remove SceneManager. Default scene will handle loading/unloading/reloading of scenes
Move scene load from XML / save to XML to the scene code (Scene::loadFromXML / Scene::saveToXML)
- saveToXML will run on a timer in PROFILE and DEBUG code only and check every n seconds/minutes if anything changed (e.g. added/deleted nodes)
Node XML description must support parent/child specification + more physics properties

==================== Change physics system =============================================
Per Object3D collision shape:
- Sphere,
- Box,
- Capsule (humanoid meshes)
- ConvexHull / Convex TriangleMesh based on triangle count / precision needed?
- BvhTriangleMeshShape for large static elements?
- HeightfieldTerrainShape
- Cylinder / Cone / Multisphere not used?
- Investigate CompoundShape
- Cache meshes to file

Per Scene
- Batch all static MESHES into a single, large, BvhTriangleMesh
- Interface physics with scenegraph for adding / removing actors

Sync PhysicsComponent with PhysicsAsset similar to this: https://www.raywenderlich.com/53077/bullet-physics-tutorial-getting-started

==================== General engine bugs / missing features ===============================
DONE: - Particles flicker
- Re-test and fix environment objects
-- Test and fix terrain
--- Apply detail via the HW tessellator
-- Test and fix vegetation
--- Improve vegetation culling: switch from GS + XFBK to Compute based system
-- Test and fix water rendering

- Finish PostFX system:
-- HDR + MSAA resolved input -> LDR output after tonemap
-- FXAA & SMAA
-- Depth of Field
--- No motion blur (bleah)
-- Luminance + ToneMap + Automatic adaptive exposure
-- LUT / Colour correction

- Finish octree implementation
-- Test collisions with first person weapon
--- Rotate weapon towards body on collision.
--- Use weapon as camera collision proxy
-- Add camera collision
-- Add motion sway for first person view

- Fix shadowing system
-- Fix cubemap based omni light shadow mapping
-- Fix spot light shadow mapping
-- Fix CSM plane split seam

- Improve MSAA
-- Resolve after "end()" call. Use as PostFX input

==================== Main game initial code / setup ===================================

- Create test scene:
-- 2 sponza atriums on large terrain, opossite sides of map
-- Random NPC navigation from on building to the other
-- Each NPC has small particle emitter
-- Start position inside one building
--- No initial lights -> Holster weapon -> Flashlight turns on -> Fire weapon -> ~512 point lights turn on -> walk outside -> View entire map -> Be amazed

- Improve test scene with Physically based shading

*/
#endif //_DIVIDE_TO_DO_H_

Commits for Divide-Framework/trunk/Source Code/ToDo.h

Diff revisions: vs.
Revision Author Commited Message
836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

755 Diff Diff IonutCava picture IonutCava Thu 28 Jul, 2016 16:17:25 +0000

[IonutCava]
- Update Todo

721 Diff Diff IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

704 Diff Diff IonutCava picture IonutCava Thu 12 May, 2016 16:24:17 +0000

[IonutCava]
- More work on the DefaultScene:
— Automatically list each available scene as a button that will load the actual desired scene

697 Diff Diff IonutCava picture IonutCava Mon 09 May, 2016 19:48:38 +0000

[IonutCava]
- Update ToDo.h with scene system overhaul plan (to better integrate with the new physics system)

695 IonutCava picture IonutCava Sun 08 May, 2016 22:45:32 +0000

[IonutCava]
- Better separation of rigid body based physics and standard transform system