See http://bugs.kde.org for boson bugs/TODOs
This page is dedicated to my own TODOs/ideas/reminders/whatever
Feel free to implement whatever you find in here, these items are not meant to be reserved for me.
This page exists because I have a huge list of things to implement "one day" and I usually forget them sooner or later. Here I want to keep at least a few (very few) of them.
Easy TODOs
- Support minimum range for weapons (i.e. shouldn't use this weapon if distance to target < minrange). Default should probably be damage radius.
- Calculate tangents and binormals in ground renderer and send them to shader as vertex attributes when normal mapping is enabled for ground
- Support setting MaxSlope and MaxWaterDepth for buildings to control where they can be constructed
Medium TODOs
- Merge default and quick ground renderers. I want at least lod stuff (geomipmapping) from quick renderer.
- Use textures instead of math in some shaders, e.g. to calculate specularity or for normalizing. Should make shaders faster on FX series.
- When placing a produced facility, flatten the ground beneath it
Difficult TODOs
- Support bone animations
- Unit groups
- Make flying units take other units (especially the high ones) and terrain into account when moving.
- Use floats for terrain height
- Support changing terrain height in-game, e.g. a big bomb could make a hole into terrain
- Starting locations for maps. When starting location is used, no units are placed on the map for a player. Instead, when the game starts certain units (e.g. cmdcenter) are created around the starting location.
For bigger maps, we could also provide more starting locations than the number of maximum players. In such case, starting locations would be chosen at random which might make the game more interesting.
- Implement Trapezoidal Shadow Mapping (TSM)
- Decals for terrain
- Transport units
- Accuracy and realistic collision detection for weapons