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Difference between revisions of "Meeting 2010-02-27"

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(Copied introduction from Meeting 2010-02-20)
(Minutes: Split up into sections.)
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== Minutes ==
 
== Minutes ==
  
# Project management
+
=== Project management ===
#* (Unstable) Release - how?
+
 
#** [[User:Octo|octo]] has a release tarball that needs testing.
+
* (Unstable) Release - how?
#** Tasks to be done (by who?):
+
** [[User:Octo|octo]] has a release tarball that needs testing.
#*** Upload tarball to file server (Berlios? Google? Lethargik?)
+
** Tasks to be done (by who?):
#*** Update download page http://supertux.lethargik.org/download.html
+
*** Upload tarball to file server (Berlios? Google? Lethargik?)
#*** Announce on ''freshmeat.net'' (Project there by AnMaster?)
+
*** Update download page http://supertux.lethargik.org/download.html
#*** Update bug tracker
+
*** Announce on ''freshmeat.net'' (Project there by AnMaster?)
#*** …
+
*** Update bug tracker
#* Last chance to change [[Versioning scheme]]
+
*** …
#* Next meeting date and time - every Saturday at 15:00 UTC?
+
* Last chance to change [[Versioning scheme]]
# Gameplay
+
* Next meeting date and time - every Saturday at 15:00 UTC?
#* Feedback for the [[Yeti]] level.
+
 
#* New tiles from grumbel - which are useful?
+
=== Gameplay ===
#* Milestone 1-like worldmap - do now or later (which ideas to keep from the new one?)
+
 
#** "Now" meaning before the release?
+
* Feedback for the [[Yeti]] level.
#** [[User:Octo|octo]] has a version of the [[Milestone 1]] worldmap in [[Milestone 2]] syntax.
+
* New tiles from grumbel - which are useful?
#* Screw the forest? Keep for now? Don't delete ever?
+
* Milestone 1-like worldmap - do now or later (which ideas to keep from the new one?)
#* New names for badguys. Which to rename and (if applicable) which name to use?:
+
** "Now" meaning before the release?
#** [[Bouncing Snowball]] → Bouncy
+
** [[User:Octo|octo]] has a version of the [[Milestone 1]] worldmap in [[Milestone 2]] syntax.
#** [[Flying Snowball]] → Avior or Dex
+
* Screw the forest? Keep for now? Don't delete ever?
#** [[Kamikaze Snowball]] → Snowshot
+
* New names for badguys. Which to rename and (if applicable) which name to use?:
#** [[Mr. Bomb]] → Fuse
+
** [[Bouncing Snowball]] → Bouncy
#** [[Jumpy]] → Recoil
+
** [[Flying Snowball]] → Avior or Dex
# Source code
+
** [[Kamikaze Snowball]] → Snowshot
#* Split physics, drawing, etc. apart
+
** [[Mr. Bomb]] → Fuse
#** Which design pattern to use?
+
** [[Jumpy]] → Recoil
#* Find some way to change object constants without recompiling (sprites, Yeti bounds, velocities of various things, …)
+
 
#* Proposal - merge src and data of objects/enemies together so that all content is in only a single folder (i.e., folder data/mrtree/ would contain mrtree.?pp, mrtree.sprite, mrtree.ogg, left-*.png, etc.)
+
=== Source code ===
#** Slightly harder to build and distribute packages (exclude *.?pp from data directory in binary builds)
+
 
#** Easier to take out/add objects, because there's less to keep track of
+
* Split physics, drawing, etc. apart
#* Switch to some physics engine?
+
** Which design pattern to use?
#** Features needed for everything to work:
+
* Find some way to change object constants without recompiling (sprites, Yeti bounds, velocities of various things, …)
#**# tilemaps (or a good broadphase and efficient collision data format)
+
* Proposal - merge src and data of objects/enemies together so that all content is in only a single folder (i.e., folder data/mrtree/ would contain mrtree.?pp, mrtree.sprite, mrtree.ogg, left-*.png, etc.)
#**# static constraint solver (so Tux doesn't get stuck on tile edges; problem in Box2D/Chipmunk)
+
** Slightly harder to build and distribute packages (exclude *.?pp from data directory in binary builds)
#**# raycasting (ispy)
+
** Easier to take out/add objects, because there's less to keep track of
#**# kinematic objects (HitResponse FORCE_MOVE)
+
* Switch to some physics engine?
#**# AABB queries (Drawing to screen)
+
** Features needed for everything to work:
#**# custom collision callbacks/handlers/listeners/filters (all that collision code in MovingObject)
+
**# tilemaps (or a good broadphase and efficient collision data format)
#**# wheel joints (bicycle platform, unused except for test levels)
+
**# static constraint solver (so Tux doesn't get stuck on tile edges; problem in Box2D/Chipmunk)
#**# sliding joints (pneumatic platform, also only a test level)
+
**# raycasting (ispy)
#**# path constraints/motors (for moving tilemaps/platforms)
+
**# kinematic objects (HitResponse FORCE_MOVE)
 +
**# AABB queries (Drawing to screen)
 +
**# custom collision callbacks/handlers/listeners/filters (all that collision code in MovingObject)
 +
**# wheel joints (bicycle platform, unused except for test levels)
 +
**# sliding joints (pneumatic platform, also only a test level)
 +
**# path constraints/motors (for moving tilemaps/platforms)
  
 
== Log ==
 
== Log ==

Revision as of 07:49, 27 February 2010

The 2010-02-27 meeting was held on Saturday, February 27th at 15:00 UTC on IRC.

Present were:

Minutes

Project management

  • (Unstable) Release - how?
    • octo has a release tarball that needs testing.
    • Tasks to be done (by who?):
  • Last chance to change Versioning scheme
  • Next meeting date and time - every Saturday at 15:00 UTC?

Gameplay

  • Feedback for the Yeti level.
  • New tiles from grumbel - which are useful?
  • Milestone 1-like worldmap - do now or later (which ideas to keep from the new one?)
  • Screw the forest? Keep for now? Don't delete ever?
  • New names for badguys. Which to rename and (if applicable) which name to use?:

Source code

  • Split physics, drawing, etc. apart
    • Which design pattern to use?
  • Find some way to change object constants without recompiling (sprites, Yeti bounds, velocities of various things, …)
  • Proposal - merge src and data of objects/enemies together so that all content is in only a single folder (i.e., folder data/mrtree/ would contain mrtree.?pp, mrtree.sprite, mrtree.ogg, left-*.png, etc.)
    • Slightly harder to build and distribute packages (exclude *.?pp from data directory in binary builds)
    • Easier to take out/add objects, because there's less to keep track of
  • Switch to some physics engine?
    • Features needed for everything to work:
      1. tilemaps (or a good broadphase and efficient collision data format)
      2. static constraint solver (so Tux doesn't get stuck on tile edges; problem in Box2D/Chipmunk)
      3. raycasting (ispy)
      4. kinematic objects (HitResponse FORCE_MOVE)
      5. AABB queries (Drawing to screen)
      6. custom collision callbacks/handlers/listeners/filters (all that collision code in MovingObject)
      7. wheel joints (bicycle platform, unused except for test levels)
      8. sliding joints (pneumatic platform, also only a test level)
      9. path constraints/motors (for moving tilemaps/platforms)

Log

To do.