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| * github.com/Luomu | | * github.com/Luomu |
| * irc: kko_ | | * irc: kko_ |
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− | == Scratchpad ==
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− | === New systems that need to be developed ===
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− | Lots of them :)
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− | * Model cache system so geometry is converted only once
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− | * Lua API
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− | * System to handle attachments
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− | ** Tag points may be rotated in code to implement target tracking guns
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− | * System to handle spaceship logos, station advertisements and shipyard UI to customize your ship
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− | ** It should be possible to add ship insignia by dropping a .png in your user folder, without saves breaking if you later remove that .png
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− | * UI to paint your ship and a system to give faction-appropriate colour schemes to NPC ships
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− | * Building sets
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− | * Update collision system to handle animation (just updating BB should be enough)
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− | * Separate space station docking scripts from the old models
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− | * There is no good way to define parameters for certain triangles (geomflags in LMR). The main use case is to mark landing pads, this will be doable with a named node.
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− | * etc
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− | === Graph dump ===
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− | Below, an actual model test_meteor (two LODs, animated landing gear, several ship thrusters)
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− | Group - test_meteor
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− | LOD
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− | Group - 10
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− | MatrixTransform - Scene
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− | MatrixTransform - Meteor_Low
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− | StaticGeometry - Meteor_Low_mesh
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− | Group - 1000
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− | Group
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− | MatrixTransform - Scene
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− | MatrixTransform - Meteor_Hi
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− | StaticGeometry - Meteor_Hi_mesh
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− | MatrixTransform
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− | Thruster - thruster_linear_rear_001
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− | MatrixTransform
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− | Thruster - thruster_right_001
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− | MatrixTransform
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− | Thruster - thruster_top_001
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− | MatrixTransform
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− | Thruster - thruster_right_000
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− | MatrixTransform
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− | Thruster - thruster_left_001
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− | MatrixTransform
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− | Thruster - thruster_left_002
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− | MatrixTransform
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− | Thruster - thruster_linear_rear_000
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− | MatrixTransform
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− | Thruster - thruster_top_000
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− | MatrixTransform
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− | Thruster - thruster_wing_001
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− | MatrixTransform
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− | Thruster - thruster_wing_000
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− | MatrixTransform
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− | Thruster - thruster_wing_002
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− | MatrixTransform - decal_01
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− | StaticGeometry - decal_01_mesh
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− | Group
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− | MatrixTransform - Root
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− | MatrixTransform - LandingGear
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− | StaticGeometry - LandingGear_mesh
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− | MatrixTransform - tag_gun_left
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− | MatrixTransform - tag_gun_right
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− | Optimization potential: unanimated geometry should be pre-translated at loading phase to get rid of some MatrixTransforms.
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− | Question: you might notice tag_gun_left and right are attached to the model root node. They have been pre-transformed to make the positions absolute. It's done this way since if a tag is defined on each LOD it can practically have several positions. This is a bit stupid since now they are outside of the LOD node. Should tags be kept in their original locations in the structure (then model->FindTag will potentially return more than one)?
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