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View Code? Open in Web Editor NEW3D prehistoric virtualization of some places from Argentina. | Recorrido prehistorico 3D de algunas de las provincias de Argentina
Home Page: https://www.facebook.com/SuryGames
3D prehistoric virtualization of some places from Argentina. | Recorrido prehistorico 3D de algunas de las provincias de Argentina
Home Page: https://www.facebook.com/SuryGames
This is not high priority but would be harder to remove the dependencies later.
Will be text? image with hardcoded text? it will be a 3D object + information? etc..
We will show something when selection the animal (a camera / cellphone or some device?)
We need to remove a trigger zone in runtime (for example for the triggers that will only be used once).
Add the associated UnitTest
The test we need to check are:
TEST(ParseMesh)
TEST(ImporterExporter)
Create the InpuMouse and InputKeyboard that will depend from OIS::Mouse and OIS::Keyboard right now...
Also the InputKeys helper class to handle easily the keypressed and keyreleased..
We probably want to add a fish swimming in the river using that water
We can use zone portal system (using a colored graph).
Check if we will be able to fly around all the world.
If we are using input::InputHelper then is not necessary to capture the devices in the AppTester class since the InputHelper.update() is already doing that...
Probably we are allocating a big array (of bools = bits) without sense just to have a fast access for an specific value... but probably this could be improved...
Not really necessary right now
The idea is be able to show a table with some information like for example, which are the keys used for an specific tool
How the animals will be moving into the world (using Pathfinding?) they will be free to move around every place? they will just move following a path?
Implement unittests for this module and check for the main functionality.
We will centralize some functionality in this class:
We will need to create / use some kind of data structure to hold the nodes (space partition). Check kd-trees or try to invent the space partition structure already thought.
Check the custom allocators that use stack or create a new one.
Design zones classes.
Design how we will handle it (where we will put them).
We should be able to select / highlight / hide them.
At a first instance we only need to highlight them when the player is over it (so the signal we will receive in the ZoneClasses should be easy, when we enter we highlight it, when we go out then we turn it off again (probably with alpha instead of highlight it)).
Check for performance if multiple meshes (9999 meshes) invisible and using the same skeleton are killing the performance (this test will check if the meshes are updated being invisible).
Do the same check attaching / detaching from the scene node
The 3-axis should be pointing to x,y,z positive values, and the colors should be:
x = red,
y = green
z = blue
We need this module to be able to finish the trigger zone tool
This is a low priority issue since it will not affect anything else, just to be cleaner in the code :)
This way we can increase the findings querys by zone.id.
Create a CameraHandler and create a good interface for the different cameras.
Inherit all of them from Camera
We aren't using a height map directly since the level itself is made in Blender and is not modeled as a height map...
The importer should:
An idea of how to implement it:
Check for the mesh and material stuff.
Check for the current Ogre implementations.
See if we will use an own implementation (this will let us separate from the RenderEngine).
Implement some unit tests for this, probably graphical unit test will be the best...
Implement the A* algorithm to run over TriGraph.
We will use constrained Delaunay triangulation as the "navmesh" as base of the pathfinding system.
We will basically need to do this:
After that we need to implement:
We will need to create also a tool to show this working...
We need to load meshes from an xml or .ini file
It could be the ninja or the ogre model or whatever.
We should be able to move it only in 2 dimensions at least.
Add a primitive drawer to be able to create/add:
Planes (with colors), and also to be able to change them on runtime.
Lines.
PositionedText.
Boxes.
Spheres.
This method should return a new fresh color each time we call the function
Check how to configure the material to be able to set the alpha passed in the "color" parameter.
Check for the funnel implementation or implement any other Beautification algorithm.
Take into account the radius of the units if possible.
We can improve this just allocating everything contiguous in memory (custom allocator) or modifying the data structures (avoid std::vector). We can do this because we know the whole size before constructing anything.
This class will read a .scene file and create the associated path file for it.
create this class and some unit tests using an already created .scene file.
defining areas and density of grass (putting randomly)
We are just checking basic stuff.
This class should contain all the information of the triangle graph (nodes and links). It should detect non connected components and be able to save the information into a binary file (export/import).
Probably it will be a good idea to make some performance tests.
Check how we will do to use different chunks of terrain and avoid visual problems when we merge them into the scene.
Remove this if we use the input system wrapper (that is the correct way to do it)
We need to load the floor representation
do some tests / also create a graphic tool to verify this.
It should be simple since we only need to export a vector of floats and read a vector of floats right away.
Vamos a definir los paths con meshes usando la siguiente norma:
Cada path esta representado por un conjunto de meshes que siguen la siguiente logica:
Su pongamos que tenemos el "Path" con 4 nodos Nodo1, Nodo2, Nodo3, Nodo4 (donde de Nodo4 vamos directamente a Nodo1 => es ciclico) tenemos que generar 4 meshes (cajas o lo que sea como sigue):
tigre_1.mesh, tigre_2.mesh, tigre_3.mesh, tigre_4.mesh, donde tigre puede ser cualquier otra palabra (PERO IGUAL EN TODOS LOS MESHES QUE CONFORMAN EL PATH).
Basicamente lo que yo uso es solamente el .scene (NO ME IMPORTAN LOS MESHES), asique eso es lo que voy a usar, un .scene.
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