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dmose edited this page Jul 20, 2011 · 63 revisions

Worklog

Alan Kligman [email protected]

  • Get the tasker working.
  • Update the protogame with some entity and event pseudocode.
  • Write some basic entity code that can listen() and ignore() events.
  • Write a messenger to handle callbacks and dispatching.
  • Get Javascript events working with the messenger.
  • Get mouse events working with the messenger. This will likely have to hook into the canvas.
  • Figure out the details for an engine-level scene model.
  • Merge components branch back into master.
  • Component rework, support for add/remove.
  • Tasker: suspend/resume for tasks.
  • Finish component implementations for Scene, Model, Camera.
  • Fix spatial component to use arrays so that they're compatible with MJS.
  • Update project wiki with more detailed information about Paladin (what is Paladin? why is Paladin?).
  • Tasker: refactor to setTimeout(0) after each dispatch rather than after each frame. What is the impact of this on performance?
  • Messenger: enhancement to allow entities to suspend/resume listening.
  • Messenger: handle remaining keyboard events, and add a handler for window repaint (for the renderer).
  • Spatial component: transform support, required to connect homogenous entities together.
  • Add support for named components.
  • Add some API documentation to the code.

Robert Richter [email protected]

  • Get subsystem registration working.
  • Integrate the CubicVR.js renderer into the engine using the messenger and tasker.
  • Dummy Graphics Component
  • Camera, Light layer in render subsystem
  • Subsystem registry inheritance

Dan Mosedale [email protected]

  • Post-refactoring subsystem.js testing fixup
  • incorporate existing test bits into test automation (note to self: check out popcorn qunit setup)
  • talked to jrburke; he has graciously volunteered to put together a require.js branch for consideration
  • make protogame use FoTN ship
  • continuing to coordinate with a variety of Moz folks around resourcing
  • cleanly land FoTN ship patch
  • refactor Paladin to not be a pure singleton?
  • refactor graphics test to work with non-singleton model (in-progress)
  • augment camera/model tests + code with position & rotation intializers (in-progress)
  • add loadMesh test & complete/land functionality
  • land fotn-ship branch
  • possible next pieces: get protogame working better on mobile

Meetings and discussion

Agenda [2011-07-20] [alankligman,?dhumph,dmose,secretrobotron]

  • Firefox support for mouse capture, web sockets.
  • Testing and require.js.
  • Subsystem integration status: current state of cubicvr.js and ammo.js.
  • Paladin instance isolation and closure syntax https://gist.github.com/1095134
  • Discuss what we want as our next milestone.

Meeting [2011-07-05] [alankligman,dmose,secretrobotron]

  • Build a prototype game that consists of a controllable ship that flies around a simple landscape.
  • Focus should be on mobile games, with an interest in social gaming.

Milestones

  • [2011-07-15] A simple game with a player model flying around a room.

Questions and obstacles

  1. Can the engine run in Spidermonkey/V8 as a standalone application?
    • Neither of these interpreters provide a window context.
    • Use browser-based interpreters for now.
    • We can provide our own GL context for Spidermonkey and V8, but this is not critical for now.
  2. How can we handle game resources, like models and textures?
    • They will need to be stored in the browser cache, which could become quite large.
  3. It is not possible to associate the WebGL context with multiple canvases.
    • Use a single canvas for now, created by default for the user.
    • There's some frame buffer magic we can use to support multiple display regions.
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