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Difference between revisions of "Next Meeting Agenda"
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#* Supertux Accessibility: is support for visually impaired gamers feasible? | #* 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) | #** 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 | # Source code | ||
#* Split physics, drawing, etc. apart | #* Split physics, drawing, etc. apart |
Revision as of 09:19, 6 March 2010
The next developer's meeting will (probably) be held on Saturday, March 6th 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 at Meeting 2010-03-06.
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
- Project management
- …
- Gameplay
- Badguys
- Haywire has been implemented by 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 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? --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 --Superdev 17:19, 6 March 2010 (UTC)
- Badguys
- 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)
- Features needed for everything to work:
- Split physics, drawing, etc. apart