32 lines
1.6 KiB
Plaintext
32 lines
1.6 KiB
Plaintext
Buildat TODO
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============
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- Cache a hash of each compiled module in order not to rebuild them
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unnecessarily
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- Modules should be run in threads.
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- Implement module depencencies in test/testmodules/__loader
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- There should probably be a builtin/loader that __loader usually wants to call
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- __menu extension support (load when no server address is provided)
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- Add a parameter to the client for choosing a boot-up extension, which
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implements a boot() function that will be called
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- Ask hmmmm/kwolekr for permission to use MT's noise under the Apache 2.0
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license and if allowed, include it in interfaces
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- Design how to manage scenes in a future-proof way
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- Implement easy Lua scripting on the server (Luabind or not? The purpose is to
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allow recycling the same Lua code on the client and the server, which means
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that Lua will dictate the function/object design)
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- Move self-contained library-like Lua functions from client/app.cpp to a
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reusable location so that they can be used from server-side Lua in the future
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- Proper whitelisting sandbox for Urho3D's Lua API
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- Update testmodules/minigame to urho3d
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- New things in deps.txt?
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- disable_module
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- override_module (in such a way that the module will be gotten from the
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server with it's original name, and with the name of the overridden
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module. The overridden module will still be loaded and be available to the
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overriding module in some way.)
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- Doxygen for the C++ interfaces
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- Copy compiler flags (at least -m32/64 and stuff like -D_GLIBCXX_DEBUG) from
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CMake to RCC++
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- Voxel world with arbitrary chunk size and offset, with pluggable loader
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modules. Main world has worldspace_id=1. Try Polyvox.
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