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todo_future.md

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Quake II RTXPerimental Contending Todo Features:

Features most certain to be on a future Todo List:

  • Engine:
    • Take a closer look at the system codes and unify Windows/Linux, keep things SDL2 and OpenAL only.
  • Client Game:
    • Custom user input code/commands.
    • Code client-side specific effects.
    • Proper control over HUD.
  • Shared Game:
    • PMove being extracted to Shared Game allows for customization of player movement.

Low priority must do:

  • Add support for stair step smoothing during demo playback.

Possible contending ideas:

  • Rework CMake to how it was in Polyhedron.
  • Make entity dictionaries 'stand on their own', acting as the BSP Entity Definition.
  • Allow for entity class type specific read/write entity net code?
  • Collision code rewrite. (Use proper matrix/quaternions, and allow for different hull types such as Spheres, Cylinders and Capsules.)
    • This requires several editing/rewriting parts of the game Physics as well.
  • Proper control over IQM's Skeletal Animation capabilities.
  • Add in RmlUI and replace the HUD and menus with it. (And possibly, allow in-game menus as well.)
  • For the game modules, possibly deploy and rewrite in and embedded type of script environment. Think Mono or Wren
  • https://winter.dev/articles

My Personal Notes/Wishes:

Think that to set forward for whichever project I might see fit with this, the main features I really badly want to have are:

  • Improved entity system, which at least does not use one single edict_t struct to store all and any type of entity fields. Even a simple entity_class_type_t entClassType; entity_class_type *ptr; with casting if needed would do. As long as it can still properly save/load callbacks that are set. (Those function pointers.) This proved to be a real bitch to even try when C++ OO is in play. So I'll settle with less this time around.
  • RMLUI for 2D.
  • At the very least, decent humanoid skeletal model animation support. I think I did actually nail this right with Polyhedron.
  • A rewrite of the collision code(for additional other hull shape types, and to just get rotating objects act properly) and/or actual physics.
  • Somewhat related to number 4 and that includes actual proper "materials", which currently do not exist. Q2RTX only has .mat files that are refresh VKPT code related.
  • That cool audio shit, somewhat related to number 5, like HL1 has. When inside of a vent, audio goes all vent like. This is doable since OpenAL is already implemented.

So I suppose I'm trying to sort of round up what I got right now as a release 0.0.2