* split files with multiple classes into multiple files with one class each
-* static vs anonymous namespace
+* Decide what to do with magic constants of objects (static vs anonymous namespace vs lisp property)
-* check the code with Valgrind
+* check the code with Valgrind and profilers
* use Vector in Physics for 'a' and 'v'
-* replace random generator with mersene twister and/or move to external/
-
-* write/finish scripts for include sorting and include guard checking that
- can be run automatically
+* replace random generator with mersenne twister and/or move to external/ (maybe use boost's random stuff)
* md5.hpp and random_generator.hpp could go to external/
-* write scripts to automatically check for:
+* write/finish scripts to automatically:
+
+ - make all includes relative to top level dir
- - all includes are relative to top level dir
+ - sort includes (.hpp file, then system includes, then other project files)
- - include guards are proper
+ - include guards proper and of the form HEADER_SUPERTUX_${PATH_TO_FILE}_HPP
TODO
====
+* implement a system that allows to attach comments to specific regions in a level
+
+* implement a tool to "screenshot" a complete level
+
+* carrying an object while running through the exit causes the item to be kicked, falling through the iglo
+
* GameObject::RemoveListenerListEntry: Ughs, somebody trying to
implement a list class within in the GameObject?!
-* add --datadir DIR (data/) and --userdir DIR (~/.supertux/)
+* add --datadir DIR (data/) and --userdir DIR (~/.supertux/), allow multiple --datadir's
-* make gravity a constant
-
-* funky side effect of too much global variables: when having a
- savegame with large or firetux and then starting that game, Tux in
- the menu background will grow and be visible that way for a fraction
- of a second
+* make gravity constant
* rename Vector -> Vector2f
* get rid of global SDL_Screen* screen variable
-* identify all global variables and make them ugly (g_ or globals::)
-
-* get rid of SCREEN_WIDTH/SCREEN_HEIGHT
-
-* is version.h actually needed?
+* get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse, give them a proper name at least
* resolution menu entry moves the wrong way around
* having dictionary_manager in Lisp is extremely ugly
-* enforce proper naming of files to match their class
-
-* get rid of NDEBUG and conditional compilation, these should be
- reserved for a few tiny cases, not spread all over the code
+* enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so)
-* split particlesystem_interactive
+* file naming is inconsistent: some times we use '_' to separate
+ words, sometimes we don't
-* collect all manager classe into globals.hpp
+* collect all manager classes into globals.hpp
* more moving directories around?
* having hitbox in Sprite is fugly
-* write decal object
+* write decal object that doesn't have hitbox
* implement surface and/or sprite scaling (MipMaps?)
* last line has been repeated X times
-* file naming is inconsistent: some times we use '_' to separate
- words, sometimes we don't
-
* implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html
* workaround for Ubuntu pulseaudio/OpenAL brokeness:
* add pipe graphics that makes a 90 degree turn
-* keep possible future SDL1.3 upgrade in mind
+* keep possible future SDL1.3 upgrade in mind (what has changed?)
* cleanup scripting interface
-* remove cloud tiles, replace with decal
+* replace cloud tiles with decals
* option menu has text overlap in "aspect ratio"
-* jumping up from an enemy doesn't make a sound
+* jumping up from an enemy doesn't make a sound?
* add support for automatic scrolling backgrounds
a 1px transparent border around glyphs, which is needed to get rid
of blending artifacts in OpenGL
-* Change Font code to use glyph.offset, instead of Rect() for variable
- width fonts, as using Rect leads to shadows being cut off
+* mouse cursor has blend artifact on high magnification
+
+* shadow font glyphs bleed into other glyphs
+
+* in DrawingRequest "void* request_data;" is only free'ed, but the
+ destructor never gets called
+
+* sprite/sprite.cpp: frame should never get out of range:
+
+ if((int)frame >= get_frames() || (int)frame < 0)
+ log_warning << "frame out of range: " << (int)frame << "/" << get_frames() << " at " << get_name() << "/" << get_action() << std::endl;
+
+* Surface::hflip() is used exactly once, should probally be part of the constructor
\f
Scenegraph and Physics Engine Restructuring
===========================================
* random idea to restructure engine stuff (might lead to nicer code
- and easier scriptability and a need to rewrite lots of stuff...):
+ and easier scriptability (and a need to rewrite lots of stuff...):
class SomeBadGuy : public PhysicsCallbackListener // or use boost::function
{
* right now a switch doesn't seem to be worth it
* core issue right now isn't SVN, but old SVN version on lethargik.org
- (lacks merge tracking and issues with viewvc)
+ (lacks merge tracking, issues with viewvc)
* cleanup SVN to make import into other version control systems possible:
* lack of sparse/narrow/shallow checkout, this means initial checkout
will be 200MB instead of 100MB
-* no free hoster that allows >1GB repositories (haven't checked all,
- but those I did came out way short) -> could use lethargik.org
-
-* some free hosters that might allow >1GB repositories don't allow
- having multiple repositories
+* no free hoster that allow multiple >1GB repositories -> could use lethargik.org
* git submodule doesn't seem to be quite ready to replace our
trunk/supertux, trunk/supertux-editor, trunk/media/, ... layout as
return (1 - parallax) * screen + parallax * tiles * 32
\f
-Supported Resolution
-====================
+Supported Resolutions
+=====================
SuperTux shall support resolutions from 640x480 to 1280x800 at a magnification of 1x.
For resolutions higher, such as 2560x1600, upscaling will be used.
Resolution and magnification can be freely configured by the user within the given limits.
+In tiles this means we have 40x25 (=1280x800px) tiles per screen.
+\f
+Graphic Tasks
+=============
+
+* animate cave background torch: data/images/tiles/background/backgroundtile3.png
+
+* do parallax tiles
+
+* remove lightmap tiles
+
+* redraw/replace data/images/tiles/waterfall/
+\f
+Music Recode
+============
+
+Currently the music makes up a large chunk of the total tarball
+size. Compression could fix this:
+
+ ,-- Size of data/music/*.ogg
+ V
+40MB - Current quality in SVN
+24MB - Default oggenc quality (3)
+14MB - oggenc at 0 quality
+10MB - oggenc at -1 quality
+
+No audible difference on my sound setup. -- grumbel
+\f
# EOF #