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alankligman edited this page Jul 10, 2011
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Alan Kligman [email protected]
Get the tasker working.Update the protogame with some entity and event pseudocode.Write some basic entity code that can listen() and ignore() events.Write a messenger to handle callbacks and dispatching.Get Javascript events working with the messenger.Get mouse events working with the messenger. This will likely have to hook into the canvas.Figure out the details for an engine-level scene model.Merge components branch back into master.Component rework, support for add/remove.Tasker: suspend/resume for tasks.Finish component implementations for Scene, Model, Camera.- Update project wiki with more detailed information about Paladin (what is Paladin? why is Paladin?).
- Fix spatial component to use arrays so that they're compatible with MJS.
- Tasker: refactor to setTimeout(0) after each dispatch rather than after each frame. What is the impact of this on performance?
- Messenger: enhancement to allow entities to suspend/resume listening.
- Messenger: handle remaining keyboard events, and add a handler for window repaint (for the renderer).
- Spatial component: transform support, required to connect homogenous entities together.
- Add support for named components.
- Add some API documentation to the code.
Robert Richter [email protected]
Get subsystem registration working.- Integrate the CubicVR.js renderer into the engine using the messenger and tasker.
- Dummy Graphics Component
- Camera, Light layer in render subsystem
- Subsystem registry inheritance
Dan Mosedale [email protected]
Post-refactoring subsystem.js testing fixup- incorporate existing test bits into test automation (note to self: check out popcorn qunit setup)
- dig into require.js for modularity
- figure out next code to look at. audio?
- nail down labs organizational bits and pieces
- ccliffe had a strong point last night in saying CubicVR.js can be melted down to its essentials. i.e. Paladin re-implements all Scene-level rendering so that it's 'closer to home'
- Build a prototype game that consists of a controllable ship that flies around a simple landscape.
- Focus should be on mobile games, with an interest in social gaming.
- Can the engine run in Spidermonkey/V8 as a standalone application?
- Neither of these interpreters provide a window context.
- Use browser-based interpreters for now.
- We can provide our own GL context for Spidermonkey and V8, but this is not critical for now.
- How can we handle game resources, like models and textures?
- They will need to be stored in the browser cache, which could become quite large.
- It is not possible to associate the WebGL context with multiple canvases.
- Use a single canvas for now, created by default for the user.
- There's some frame buffer magic we can use to support multiple display regions.