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alankligman edited this page Jul 10, 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)
  • dig into require.js for modularity
  • figure out next code to look at. audio?
  • nail down labs organizational bits and pieces

Meetings and discussion

Agenda [no date]

  • ccliffe had a strong point last night in saying CubicVR.js can be melted down to its essentials. i.e. Paladin re-implements all Scene-level rendering so that it's 'closer to home'

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.

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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