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- Not in any special order:
- - Fighting moves mapping for players.
- - Maybe transfer all the methods header documentation to the header files, so Doxygen can get more info about it. Make detailed comment descriptions in the source file, Doxygen will put the two together? I think....
- - Need to make proper documentation for engine architecture and some classes behaviors like EventManager.
- - Create a Text rendering class <https://learnopengl.com/In-Practice/Text-Rendering>
- - Main Menu, sub-menus, etc...
- - Physics, specially damage.
- - Load puppets entirely from xml (???) files.
- - video/animated cut scenes?
- - create a coding stile guide
- - Comunity hub: Reddit? Discord? Hubzilla?
- - Migrate the master branch to dev and keep master as the stable branch.
- - Building a proper Audio Engine will be hard work, we will build a simple version of it that is enough for fighting games. The plan to actually build a Audio engine is go back to branch "frazatto/adding_audio" and start using SDL Audio instead of SdL Mixer, with all its consequences.
- The main problem is Effects can't start play from a specific time stamp, so when virtualizing sounds it is not possible to bring them back to playback list at the specific point they where supposed to be playing. (it may not be needed, try to understand how the Mixer pause/resume works! https://github.com/libsdl-org/SDL_mixer/blob/main/src/mixer.c)
- https://wiki.libsdl.org/SDL2/CategoryAudio
- https://github.com/MikeShah/SDL2_Tutorials/blob/main/27_Audio/src/Sound.cpp
- This will be hard and make the audio api dependent of the rest of the engine, just in debug, code should not exist in production, but we should add some debug features like:
- - a way to view the name of all audio files playing at any given time.
- - visual cues of where the sounds are being played.
- - a way to change audio values as the game runs.
- - a way to visualize output in real time (frequency spectrum graph).
- SDL_Mix spatial audio capabilities are simple, for more nuanced results it is recommended to use OpenAl.
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