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waves's Issues

Water

Change water from solid texture to rendered water with transparency.

Entity Loading

Physics Entities should load from a level config file, so levels can be different.

The editor should be able to save these.

Use entity system for players

Implement the entity system well enough to support having the player be an entity.

Also, probably can make the camera a subclass of entity, and implement the camera/entity location binding functions in the same stroke. Plus the camera is an entity, so yeah.

Physics

Add at least rudimentary physics so boats can't go on land, and people can walk on land.

Networking

Networking doesn't actually sync gamestate info yet.

Camera

Camera should use entity inheritance to deal with looking, not just hard coded into the rendering graphics class.

TODO

Still need to:

Refactor code reuse into general functions, or subclasses.
Especially the shader classes.

Generalize entity system, adding "physics" objects
- move boat floating code into more generic procedural terrain functions of a physics object
- Treat player boat like a physics object
- Give objects a possesion origin and a camera origin so we can jump out of a boat.

Generalize Terrain System
- We can have water generated on the fly as a subclass, with different physics behavior
- Regular terrain should allow player to walk on it, by having physics forces or whatever.
- Procedural terrain should load like a normal model so we can design in maya.

Add networking for a second player.

Level Editor Features

Maybe better way to change code? Seems ok.

Add More tools, better UI.
Better dialog would be good.

Logical Organization.

The ray-triangle intersection code makes more sense as part of the physics engine utility code.

Also, probably physics engine code and game play code should be done in C style, because they don't really make sense in the C++ style. Imagine that all the code was in Engine, and we just pull it out into functions.

Buildings.

Need to add a way to build an indoor environment with primatives. Probably add a map editor to the editor mode.

Multiple animations.

Allow a EntityModel to use the LoadBinaryFile function to load just an animation without reloading the model description.

So we can have multiple animations per object.

Shaders

Shaders need to be reworked so that we can say which things we need done at runtime rather than having a single class for each type of shading that needs to get done. That's just silly.

Networking methodology

Gamestate should be one large thing in the networksynchandler, and networking should use delta compression to determine what needs to be send, along with acks from the other computer, so we don't have to send everything every frame.

Physics objects, as well as Terrain System

Need to implement the beginnings of a physics system, giving objects velocities and mass or whatever. Collision detection eventually, but not immediately necessary.

Big thing, is I want to add an island to the game, so we need to work on the terrain system so that it can handle land that has a static mesh, but still gives you a height so you know where you stand on the land.

Texturing

Need to add support for multiple textures to the file format and loading tools.

Physics is sketchy

Physics functions are kinda hobbled together, probably better to do a solid job there.

Also, water effect kicks in if you touch the water, not when the camera is underwater.

Model Textures

Along with changing to the new registering based system, and creating confit files that generate entities, entities should be able to render with more than one texture.

Move Config files to command line.

Move config files to command line argument. Also, It might be nice if there's a way to launch multiple instances so they get all in the way of each other.

EntityModel

I think that creating a model outside of the graphics engine, then registering it with the graphics engine is the better workflow, so change that over from the sketchy utility function if you can.

Build Model

The Entity Model function, Build model, is a depreciated function not used for anything.

Get rid of it.

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