[May 19, 2008]
- 1. Object movement is now perfect. "In and out" as well as "left and right" movement of the selected object is now fully possible.
2. Object movement acceleration slider has been added and is fully working.
3. Teleporter spawn creation code has been written but not implemented.
4. More specific selection-information interface has been implemented, including the display of what kind of object is selected (more specific for netgame flags) and the tag class of the object selected.
5. Rotation sliders have been linked to object selection, thus sliders and text are set each time you select an object, but rotation editing is not yet implemented.
6. Began planning scenario reconstruction code.
7. Reorganized math-related functions to be better accessible for all source files.
- 1. Dollying of the selected object towards and away from the camera is working, but nowhere near the quality I'd like it to be for a release.
2. Scenery and equipment duplication is now working.
3. A few GUI updates have been applied so that more data about the selected item is displayed.
4. Updated the x,y,z axes display to only go in positive directions and be color coded.
5. Object deletion technique has been mapped out in my head, just needs to be applied.
6. Scenario construction method has been mapped out in my head, just needs to be applied and optimized.
7. Creation of new on-map objects has been mapped out in my head, just needs to be applied and a good interface created.
8. More vector mathz have been learned, learning how to use vector cross products as well as better understand what vector cross products actually are.
- 1. Interface for object selection is completely working
2. Bugs have been worked out so that object selection is decently accurate.
3. Object translation code is now the main focus of the project.
- 1. OpenGL primitive selection is working decently well.
2. Object selection will be working soon.
3. Map loading and rendering is faster.
4. GUI additions for object selection / swapping has been implemented.
I'll start the list now as I've already got some awesome updates
- 1. Texture decompression has been updated to run on the Squish library
2. TEXTURE DECOMPRESSION WORKS (Check new screenshot for the newest image of the render)
3. Support for PPC-Macs should work, I just need to test it out.
4. The new Squish library will allow for faster texture loading.
5. Texture mapping will be pre-loaded by the bitmap tag, decreasing load time by quite a bit.
5,996 Lines of Obj-C / C
- 1. IT WORKS
2. swordedit has been rebuilt almost entirely. Basic type structures and reading code remain mostly the same; however, the scenario related code has been entirely rewritten, the memory management code for every class has been entirely rewritten, non-BSP model reading has been rewritten, bitmap handling has been rewritten, and so forth.
3. IT FUCKING WORKS
4. The program does not crash upon loading of new maps unlike the previously unreleased version of swordedit. Moreover, mapfile deallocation works 100% and successfully frees all allocated memory, related textures, and the many intertwined classes.
5. Reading and rendering the BSP and models without textures on my 2.2ghz Macbook Pro takes > 1.5 seconds.
6. Algorithm to move selected objects relative to your current camera position has been fleshed out.
7. All multiplayer-specific flags (teleporters, CTF flag, oddball, KotH locations) are read in and rendered / are renderable.
8. I forgot to mention that BSP rendering and model rendering in point, wireframe, shaded faces, and textures are available.
9. The scenario rewrite allows for object duplication / inclusion of new items into the scenario with ease. (The scenario is now held and manipulated entirely in memory, allowing for easy expansion, shrinking, modification, and reading, all very quickly and all which may be very quickly written to a file).
10. New ideas for easy map editing include saving the start position of the camera, more navigation keys. Old ideas, including live modding, have been made possible by the new updates.
11. Rendering at rates of up to 60fps are possible, but probably won't appear much better than 30fps.
12. HOLY SHIT IT WORKS
Here is the GUI ([May 12, 2008]):
Wireframe Rendering:
Texture Rendering ([May 13, 2008]):
Old render images:
- http://img.photobucket.com/albums/v291/ ... re1-20.png
http://img.photobucket.com/albums/v291/ ... re11-3.png
- 1. DONE :: Update bitmap decompression to the new library (Hopefully solving that nasty red-shift rendering problem)
2. DONE :: Optimize texture loading so that I'm not re-loading the same texture many times
3. Include rendering of the skybox
4. DONE :: Learn how to select objects using OpenGL (I'm still a bit shakey on this)
5. DONE :: Implement a FAST selection system that supports selection across object types (IE you can select vehicles, scenery, and spawns all at the same time if you feel so inclined)
6. Begun :: Object duplication and deletion, baby. This one should be tricky but shouldn't take too long. (Few reflexive updates, some buffer expansions and additions to said buffer, then reconstruct the scenario in memory for writing to a file later).
7. Semi-Done :: File saving for larger as well as smaller scenarios.
8. More optimized scenario reading code. (Don't need to read in all of that 0xCACACA stuff, now do I?)
9. Come up with more stuff to do