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TODO.md

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Todo List

In no particular order:

  • Build System/CI
    • Integrate automated testing
  • Moby Model Packing
    • Seperate out matrix allocation/scheduling from read/write functions to improve testability
    • Use the existing tristrip algorithm to build new submeshes
  • Tfrag Model Packing
    • Recover original tfaces
      • Possibly compare different LOD levels to determine which strips are part of which tface
    • Figure out how tfaces should be represented in the source format
    • Build new tfrags
    • Make sure to pad the tfrag blocks in the level core and the chunks to the same size
  • Tie Model Packing
    • Similar issues as with the tfrag renderer
  • Occlusion System
    • Generate new occlusion data during a build
    • Possibly use OpenGL in wrenchbuild to speed things up (should be faster than raycasting)
  • Gameplay Source Format
    • Will probably be based on the Wrench Text Format
    • System for editing/storing pvar data
  • General Editor Improvements
    • Transform tool
    • Tools for adding/removing instances
    • GUI for editing asset files
      • Should make use of the asset schema
  • Audio Packing/Unpacking
    • VAG files
    • 989snd sound banks
      • Samples
      • IOP-side scripting with grains
      • Version used in R&C doesn't seem to support MIDI (good?)
  • GUI/HUD System
    • Widget 3D file
    • HUD banks
  • Asset system improvements
    • Incremental build support
    • Support for storing the asset graph to disk and only reparsing asset files that have been modified
    • Multithreading?
    • Replace all uses of std::filesystem::path for asset bank file paths (so the behaviour is consistent between platforms)
  • Sky Packing
    • Automatically split up a mesh into separate clusters
  • Texture Packing
    • Automatic conversion to paletted colour
    • Merge palettes together (like the original game does)
    • Generate better mipmaps
    • Fix general glitchiness
  • Memory Map
    • Determine memory map during build
      • Error out if the files are too big to work
  • Collsion System
    • Recover instanced collision
  • Level Packing
    • Don't unpack the tfrag block for chunk 0 twice