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DruinkEngine Todo list
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Light window wrapper and "Application" class
Input handling
Scripting support (Lua)
- Audio
Streaming OGG vorbis playback
Static WAV file playback
- 3D audio
- Graphics
Texture loading
Dynamic texture creation, locking
Vertex and index buffer classes (Internal)
Scene graph
Texture atlases
Sprite support
TrueType font support
- Bitmap font support
Sprite-based text support (Single line, dynamic)
- Text alignment, word wrapping, etc
- Multilayer tilemap support
MD2 model loading
Misc. model format loading
Network
Support for broadcast sending / recieving
TCP/IP socket class
TCP/IP based "packet" connection type
UDP socket class
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TEH MUD!!1 Todo list
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Protocol support
TA2 Advanced
Telnet
Plain (plaintext)
- Moderator / admin commands
Support for users entering formatted text
- Support for per-room review buffers
Support for viewing online users
- Account creation
- "No referer" account creation
- Referers via "parents"
- Genetic statistics
- Inventory
- Code-side support
- Pickup, drop, inventory, etc commands
- Support for items in rooms
- Item ownership for dropped items (prevent looting)
- PvP Combat
- Code-side support for "combat state"
- Code-side support for respawning users
- Script functions (.attack, .flee, etc)
- NPCs
- Code-side support for NPCs (load/tick)
- NPC "tick" script
- NPC "on user enter/exit room" script
- NPC "on user attack NPC" script
- NPC "on user talk to NPC" script
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| Thursday, November 12, 2009 |
 Untitled |
Posted - 11/12/2009 4:25:38 AM | Ok, I have my laptop with me, and I've started on tutorial 6 on the way into work this morning (In between screams and clutching the seat due to the terrifying lunatic bus driver).
Tutorial 6 will cover X meshes, wrapped in a Mesh class. I plan on covering vertex shaders as soon as possible, but I'm still undecided whether or not I want to do that in this tutorial as well - I'm currently thinking 75% yes, 25% no.
So far, I've tidied the code up (Moved the source files into directories) and fixed a couple of bugs, including one embarrassing crash bug caused by me not initialising a pointer in the D3DWindow constructor, which causes the app to crash on exit if it fails to startup - something I always try to do properly. I've also made a start on the Meshclass, but haven't got to the state that it compiles yet.
There's been a couple of questions in the DirectX and XNA forum about stencil buffers recently, so I'd also like to do something with them (shadowing probably) fairly soon too.
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| Tuesday, November 10, 2009 |
 Untitled |
Posted - 11/10/2009 3:50:36 AM | Due to some ego-boosting posts Here and Here, I'm going to get back to writing my DirectX tutorials fairly soon. I can't really remember where I left off, and I'm not sure offhand if I have an article in progress on my laptop, but I'll have a look.
So, if anyone has any suggestions for beginner / intermediate things they'd like to see covered, let me know here or via PM if you prefer.
In work related news, replays are now working in the game we're working on (I can't say what the game is). Only took 3 days, which is considerably less than I thought it would, and they're more complex than they were on Race Driver: GRID, due to some additional gameplay mechanics. Additionally, the replays are tiny - a race replay for a 3 lap race in GRID was around 8KB of data - it's a std::vector<ReplayFrame>, and it's pre-reserve()d doesn't increase capacity. When the replay buffer is full, the replay recording ends - so if you play a long race, you may see the car going into autodrive before the race ends. Racing one of the tracks we have for the new game took only 2.8KB of data, which is nice.
Anyway, work time now...
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| Thursday, November 5, 2009 |
 Untitled |
Posted - 11/5/2009 8:53:57 AM | New project at work (Well, one we've been on for a couple of months), and I'm back in replay hell again.
Why do we have to have replays 
GAHHHHHHHHHHHHHHH!
EDIT: I survived the fireworks btw.
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 Untitled |
Posted - 10/26/2009 6:59:05 AM | It's that time of year again. This is about a third to half of the fireworks we're setting off this year:

The 4 big cylinders at the back ("Ultimate Fear's") and the long thin tubes at the bottom are ones I bought last year (I seem to recall it was ~£150 in total), and the two smoke bombs are ones I got the last time I was at paintball. Everything else is new; £230 in total.
So, I'm off work on Friday to drive up to Forfar to my friend's in-law's farm for another massive bonfire, chainsaw hilarity, drinking and of course fireworks.
Hopefully there will be a return of the Rocket Hat...
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| Wednesday, October 21, 2009 |
 Untitled |
Posted - 10/21/2009 6:23:14 AM | Well, my ass has recovered, after being off work for an entire week. Joy. It cleared up of its own accord with some antibiotics and a wadge of gause stuffed down my bumcrack. Beautiful, I know.
I saw VNV Nation last night, who were EPIC. I've seen them twice before, and I reckon that was their best gig of the three. It did however mean getting the bus back to Edinburgh (the gig was in Glasgow) at half 11, meaning I got home at 1am, then had to get up at 6am for the bus into work this morning.
I also saw that Grendel are supposed to be playing in Glasgow on the 9th December - there were posters up in the venue last night. However, Grendel's website is "under construction", their MySpace only mentions gigs starting on the 10th December, and various ticket websites show another band playing at the venue on the 9th. I assume that it's a recent addition, and the ticket websites haven't been updated yet, but it's something I'll need to keep an eye on.
Oh well, that's all for now - back to work...
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| Wednesday, October 7, 2009 |
 Untitled |
Posted - 10/7/2009 8:41:17 AM | Long time no update, I know, I'm sorry. Busy at work still / again, and I've not been bringing my laptop with me on the bus to/from work lately. We have an important milestone next Friday, and we may have some relative quiet time after that, so I aught to get some work done then.
I spent Monday lunchtime writing a Mandelbrot fractal generator for the DS. Which is completely pointless, but fun. The DS only has fixed point support, no floats (In 1.19.12 format (sign.decimal.fraction)), so accuracy at more zoomed in levels will be a problem, but it looks like a Mandelbrot at the minimum zoom level at least.
If anyone has any good 256 colour palettes for a Mandelbrot, I'd be pleased to see them 
I'm off work today, since I had a doctor's appointment this morning. I have a painful red lump at the top of my arse crack, which it turns out is a Pilonidal Cyst (Wiki it if you're up to the some what gross image on the page). So I have a set of antibiotics to take, which are likely to make me feel nauseous and poo everywhere - so I'm not going into work this afternoon. I have to go back on Monday afternoon so the doctor can inspect my arse again; fun.
Oh well, time for me to do some work from home, without sitting too much somehow...
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