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

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The '''2010-02-27 meeting''' was held on ''Saturday, February&nbsp;27<sup>th</sup>'' at ''15:00&nbsp;UTC'' on [[IRC]].
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Present were:
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* [[User:Octo|octo]]
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== Minutes ==
 
== Minutes ==
  
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#**# sliding joints (pneumatic platform, also only a test level)
 
#**# sliding joints (pneumatic platform, also only a test level)
 
#**# path constraints/motors (for moving tilemaps/platforms)
 
#**# path constraints/motors (for moving tilemaps/platforms)
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== Log ==
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'''To do.'''
  
 
[[Category:Development]]
 
[[Category:Development]]

Revision as of 06:47, 27 February 2010

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

Present were:

Minutes

  1. 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?
  2. 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?:
  3. 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.