
Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 28, 2013 12:12 AM
Msg. 1 of 8
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jun 28, 2013 12:19 AM
Msg. 2 of 8
Why are you asking us 'why you can't die'!? You made the engine.. x.x
-Lookin' forward to the beta!
Waitwaitwait. This 12D thing. ...is this the alternative to Bungie's source code release that we've all been waiting for?? O.O
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Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 28, 2013 12:38 AM
Msg. 3 of 8
It's a joke. Also here's the big list of things left to do I have stapled to the top of my main engine class: Quote: /** This is the big scary drakking list of doom, things that need to get DONE **/
//TODO: OPTIMIZE DRAKKING EVERYTHING, ESPECIALLY SHADERS
//TODO: HUGE TODO SO TODO AGAIN BITCH. UNIFY ALL TAG READING WITH .TRIM() and WITH SIMILAR SYNTAX. ROIT PLZ
//TODO: EVENT SCRIPTIN LANGUAGE
//TODO: I generally dislike the static camera properties tran and rot. Maybe redo that drak.
//TODO: standardize making copies of location values and what not to the constructor of the recieving object. I dont like objects pointing at the same location value. Bad drak happens.
//TODO: MODEL LODS FFS YOU DRAKKING PLEB
//TODO: LONG DISTANCE CULLING BECAUSE DRAK
//TODO: CLEAN UP THE FRUSTRUM FOR SHADOW MAPS, DRAK IS A LITTLE OFF AND THE RADIUS TENDS TO CLIP THE EDGES OF THE DEPTH MAP OCCASIONALLY
//TODO: complete all stub unloading files code. (any super class with a method called unload() )
//TODO: make things private that don't need to be public mb mb mb mb mb (EASY)
//TODO: add rotation and rotation animation support to shader texture calls (DRAK MY DICK) this will require me to go through and add 2 new values to EVERY SINGLE DRAKKING texture<> call in EVERY SINGLE DRAKKING shader tag in the game.
//TODO: SPIRTES I THINK MAYBE
//TODO: CUBEMAPS I THINK MAYBE
//TODO: OPTIONAL STATIC LIGHTMAPS W/ BLENDING INTO CSM. BUT MOST LIKELY NOT EVER
//TODO: CREATE DUMMY AI THAT JUST SORT OF EXSISTS BUT HAS NO REAL FUNCTION. A STUB OF AI FOR PEOPLE TO HAVE DRAK WITH. WILL STRUCTURE SIMILAR TO PLAYER CLASS INTERACTIONS WITH GAME ACTORS
//TODO: UI TEXT RENDERING NEEDS A TRUE LIBRARY THAT USES REAL FONTS. CURRENT ONE IS A BAD JOKE
//TODO: DISTANCE BASED FOG FOR BETTER SKYLINES AND FOR GENERAL FOG STUFF LIKE RAIN AND SNOW (EASY)
//TODO: EITHER RESEARCH AND CODE MY OWN RIGID BODY PHYSICS OR USE JBULLET3D (HARD AS MY DRAK WHEN I SEE DARKS SOULS 2)
//TODO: GRAPHICS SETTINGS, NEED THOSE. WILL JUST HAVE FLAGS FOR DIFFERENT QUALITIES THAT CAUSE SHADER TO USE LESS NICE CODE (LIKE USING VERTEX SHADING n DRAK) AND LESS SHADOWS OR NO SHADOWS N DRAK
//TODO: AND OF COURSE! FINISH EVERY OTHER TODO THAT IS SCATTERED THROUGHOUT ALL THE REST OF THE CODE. GG SCRUB GET GOOD NO RE 420 BLAZEIT
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Jul 3, 2013 05:03 PM
Msg. 4 of 8
//TODO: STOP USING JAVA
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jul 3, 2013 05:15 PM
Msg. 5 of 8
Give a reason other than performance or programming level
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jul 3, 2013 06:02 PM
Msg. 6 of 8
Quote: --- Original message by: OrangeJuice Give a reason other than performance or programming level you can't just say "give reasons why it's bad, other than the biggest reason it's bad".
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jul 3, 2013 06:21 PM
Msg. 7 of 8
How old are those reasons though? java 4? 5?
We're already on Java8 and performance may not even be a valid excuse anymore.
The only things I can think of is 'what happens if you make the AI actors too complex' and putting too many items on screen in 'an attempt to abuse instancing the wrong way'
I don't even think sharing memory between classes is an issue anymore... Edited by OrangeJuice on Jul 3, 2013 at 06:32 PM
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jul 3, 2013 06:42 PM
Msg. 8 of 8
lol lvl .777 NAN
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