35 lines
1.8 KiB
Plaintext
35 lines
1.8 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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- 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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- New things in meta.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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- Normal block size should be definable to be a multiple of the voxel size
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- "Continuation voxels"
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- Entity system with automated network sync
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- Support Cereal's shared pointer serialization in Lua
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- Something in uistack's global nil focus handling has broken
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- Automatically fetch and build and patch Urho3D when building buildat
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- Handle module load order properly in reloads (unload by popping from top,
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then reload everything until top)
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- Remove client/default.pak
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- Move path safety checking from buildat_guard to BuildatResourceRouter
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