21 lines
1022 B
Plaintext
21 lines
1022 B
Plaintext
DONE:
|
|
- Implement idle orbit thing using the rotation in the level editor camera. (Cool transition effect?)
|
|
- Level editor camera movement complete.
|
|
|
|
TODO:
|
|
- Level format (just a hash map?). Store a matrix so that we can rotate and maybe scale blocks. Scaling will cause problems with RDM, so figure that out.
|
|
- Trile color textures.
|
|
- Sun lighting and shadowmap for levels.
|
|
- A ground plane with customizable material (ground or water or maybe a reflective floor. Think about what part of this should be done with triles and what with textures.)
|
|
- Sky editor and passing to shader.
|
|
- Level saving
|
|
- Trile atlas saving? JSON?
|
|
|
|
PLANNED:
|
|
- Render distance, sky and fog?
|
|
- Load RDMs. Load into the Trile_GFX structure?
|
|
- Render RDMs.
|
|
- Start working on game port for proof of concept.
|
|
- Maybe port tacoma in as a part of the engine in plain Vulkan without nvpro. Would also allow for cool ability to render levels as path traced for screenshots and references.
|
|
- Improve the bz4x format, or figure out a pre-existing format.
|