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Difference between revisions of "Next Meeting Agenda"

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(Program of next meeting (unknown date, 2014))
 
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The '''next developer's meeting''' will (probably) be held on ''Saturday, March&nbsp;6<sup>th</sup>'' starting at ''15:00&nbsp;UCT''. Anybody interested in ''SuperTux'' is invited to participate. The discussion will be held on IRC, network ''freenode'', channel ''#supertux''. Minutes of the meeting will be made available at [[Meeting 2010-03-06]].
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The '''next developer's meeting''' will (probably) be held on a ''Saturday'' starting at ''15:00&nbsp;UCT''. Anybody interested in ''SuperTux'' is invited to participate. The discussion will be held on IRC, network ''freenode'', channel ''#supertux''. Minutes of the meeting will be made available.
  
 
The following are topics we would like to discuss. Since it's possible that we cannot address all the below issues, we might postpone some issues for a later meeting.
 
The following are topics we would like to discuss. Since it's possible that we cannot address all the below issues, we might postpone some issues for a later meeting.
  
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{{nextversion}}
 
== Discussion ==
 
== Discussion ==
 
{{Attention|s=If you have anything to add, just click the "Edit" link and add some text}}
 
{{Attention|s=If you have anything to add, just click the "Edit" link and add some text}}
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=== Next Meeting ? ===
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There is most on the time someone on our IRC chanel on Freenode (#supertux) but it is easier to meet us on regular meeting, click following link to know when the next will take place:
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[http://www.timeanddate.com/countdown/generic?p0=211&iso=20131109T18&year=2013&month=11&day=9&hour=18&min=0&sec=0&msg=SuperTux%20IRC%20Meeting%20]
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===Program of next meeting (unknown date, 2014)===
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*Should we use gmane to keep messages from the mailing list?
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*Work of the Arizona student for our project:
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**It might change the world available in Milestone 2
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**SDL2 migration
 +
**Quartz rendering for editor
 +
**They might code for next world (badguys behavior, Bosses, thema)
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**They were told that they was "free" to make new features if they are relevant in the game play
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*Iceflower behavior:
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**make mechanical badguy breakable on buttjump
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**induce senescence of vegetal badguy
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**freeze and make caryable animal badguys
  
# Project management
 
#* …
 
# Gameplay
 
#* Badguys
 
#** [[Haywire]] has been implemented by [[User:Octo|octo]]. He'd like to get some feedback.
 
#** Basic [[Snowman]] code exists, but the body simply disappears after he's hit. A graphic of only his body is needed.
 
#** [[Krush]] (2x2 icecrusher) has been implemented. What about his big brother, [[Krosh]]? Which size? What graphics? (Resize existing graphics?)
 
#** What [[Milestone 2 Design Document/Enemies|badguys]] to implement next?
 
#* Supertux Accessibility: is support for visually impaired gamers feasible?
 
#** How could such a support look like? Something like zooming the graphics so they are displayed larger? --[[User:Octo|octo]] 01:18, 6 March 2010 (UTC)
 
#** I guess this is about http://lists.lethargik.org/pipermail/supertux-devel-lethargik.org/2010-March/002847.html --[[User:Superdev|Superdev]] 17:19, 6 March 2010 (UTC)
 
# 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:
 
#**# tilemaps (or a good broadphase and efficient collision data format)
 
#**# static constraint solver (so Tux doesn't get stuck on tile edges; problem in Box2D/Chipmunk)
 
#**# raycasting (ispy)
 
#**# 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)
 
  
 
[[Category:Development]]
 
[[Category:Development]]

Latest revision as of 17:54, 15 February 2014

The next developer's meeting will (probably) be held on a Saturday starting at 15:00 UCT. Anybody interested in SuperTux is invited to participate. The discussion will be held on IRC, network freenode, channel #supertux. Minutes of the meeting will be made available.

The following are topics we would like to discuss. Since it's possible that we cannot address all the below issues, we might postpone some issues for a later meeting.

Discussion

Attention: If you have anything to add, just click the "Edit" link and add some text

Next Meeting ?

There is most on the time someone on our IRC chanel on Freenode (#supertux) but it is easier to meet us on regular meeting, click following link to know when the next will take place: [1]


Program of next meeting (unknown date, 2014)

  • Should we use gmane to keep messages from the mailing list?
  • Work of the Arizona student for our project:
    • It might change the world available in Milestone 2
    • SDL2 migration
    • Quartz rendering for editor
    • They might code for next world (badguys behavior, Bosses, thema)
    • They were told that they was "free" to make new features if they are relevant in the game play
  • Iceflower behavior:
    • make mechanical badguy breakable on buttjump
    • induce senescence of vegetal badguy
    • freeze and make caryable animal badguys