SpringEngineTODO: Difference between revisions
From Spring
Jump to navigationJump to search
added link to the syncing system page |
No edit summary |
||
| (46 intermediate revisions by 14 users not shown) | |||
| Line 1: | Line 1: | ||
A collection of ideas which could improve Spring. Before starting anything, please ask in the forum [http://springrts.com/phpbb/viewforum.php?f=60 developement-forum] so that you go in the right direction. | |||
* | * Get a '''stable OS X version''' working. Contact the developers on the forums for this, as there are people who build and run it successfully. Still need proper packaging and maintaining, | ||
** Requires: C/C++, CMake and MacOS | |||
** Time: < 1 month | |||
** Level of difficulty: Medium | |||
** More information at http://springrts.com/wiki/Spring_on_MacOSX | |||
* [[Syncing System|Implement re-sync]]. After a sync problem is detected, and a re-sync of the random seed does not fix it the game would pause and use the rsync to adjust game state (current plan if for float3 data) to resync | * clean up, sanitize, and implement a '''consistent error handling''' scheme in the engine | ||
* add '''general serializing''' to the engine, which touches the following: | |||
** Implement saving/loading. There are a lot of direct LoadSave() functions in the game code, but the easier way would probably to finish the serialization in the class registration type interfaces (rts/System/creg), so everything can be serialized automatically. | |||
*** Requires: C/C++ | |||
*** Time: ~3 months | |||
*** Level of difficulty: medium - hard | |||
** [[Syncing System|Implement re-sync]]. After a sync problem is detected, and a re-sync of the random seed does not fix it the game would pause and use the rsync to adjust game state (current plan if for float3 data) to resync. After using rsync on it should be able to continue normally until the next sync error is detected. | |||
*** Requires: C/C++, network programming | |||
*** Time: ~3< months | |||
*** Level of difficulty: Hard | |||
* | * Implement a '''general sensor system''' replacing the radars, as described in http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6105 | ||
** | ** Requires: C/C++, 3D/2D math (Lua knowledge not required, but prefered) | ||
** | ** Time: ~2 months | ||
** Level of difficulty: Medium | |||
* | * '''Abstracting the resource system''' to allow more than two resources (metal/energy) | ||
** Requires: C/C++ (Lua knowledge not required, but prefered) | |||
** Time: ~1-3 months | |||
** Level of difficulty: Easy-Medium | |||
* | * '''Exposing more Spring functions to the Lua world''' (command AIs, move types) or/and small frameworks | ||
** | ** Requires: basic C/C++, Lua | ||
** Time: ~1-3< months (depends on the goal) | |||
** Level of difficulty: Easy-medium | |||
* | * Implement '''MD5 as a model format or add other model formats'''. | ||
** Requires: C/C++, 3D math (Lua knowledge not required, but prefered) | |||
** Time: ~1-3 months | |||
** Level of difficulty: Medium | |||
* Add | * Add '''p2p/round-robin for hosting''' (so host exit does not stop the game) | ||
** Requires: C/C++, network programming | |||
** Time: ~3< months | |||
** Level of difficulty: Medium | |||
* | * '''Fix bugs''' | ||
Latest revision as of 05:00, 5 November 2017
A collection of ideas which could improve Spring. Before starting anything, please ask in the forum developement-forum so that you go in the right direction.
- Get a stable OS X version working. Contact the developers on the forums for this, as there are people who build and run it successfully. Still need proper packaging and maintaining,
- Requires: C/C++, CMake and MacOS
- Time: < 1 month
- Level of difficulty: Medium
- More information at http://springrts.com/wiki/Spring_on_MacOSX
- clean up, sanitize, and implement a consistent error handling scheme in the engine
- add general serializing to the engine, which touches the following:
- Implement saving/loading. There are a lot of direct LoadSave() functions in the game code, but the easier way would probably to finish the serialization in the class registration type interfaces (rts/System/creg), so everything can be serialized automatically.
- Requires: C/C++
- Time: ~3 months
- Level of difficulty: medium - hard
- Implement re-sync. After a sync problem is detected, and a re-sync of the random seed does not fix it the game would pause and use the rsync to adjust game state (current plan if for float3 data) to resync. After using rsync on it should be able to continue normally until the next sync error is detected.
- Requires: C/C++, network programming
- Time: ~3< months
- Level of difficulty: Hard
- Implement saving/loading. There are a lot of direct LoadSave() functions in the game code, but the easier way would probably to finish the serialization in the class registration type interfaces (rts/System/creg), so everything can be serialized automatically.
- Implement a general sensor system replacing the radars, as described in http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6105
- Requires: C/C++, 3D/2D math (Lua knowledge not required, but prefered)
- Time: ~2 months
- Level of difficulty: Medium
- Abstracting the resource system to allow more than two resources (metal/energy)
- Requires: C/C++ (Lua knowledge not required, but prefered)
- Time: ~1-3 months
- Level of difficulty: Easy-Medium
- Exposing more Spring functions to the Lua world (command AIs, move types) or/and small frameworks
- Requires: basic C/C++, Lua
- Time: ~1-3< months (depends on the goal)
- Level of difficulty: Easy-medium
- Implement MD5 as a model format or add other model formats.
- Requires: C/C++, 3D math (Lua knowledge not required, but prefered)
- Time: ~1-3 months
- Level of difficulty: Medium
- Add p2p/round-robin for hosting (so host exit does not stop the game)
- Requires: C/C++, network programming
- Time: ~3< months
- Level of difficulty: Medium
- Fix bugs