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Top TODO list (some may be included in 2.1.0, some others not):
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Note: This material is not yet integrated into our Wiki, but should.
See http://sourceforge.net/apps/trac/speed-dreams, Developers corner.
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Cars:
- improve damage management (see Andrews ideas in the the devel list,
under the title "Thoughts on collision damage").
Menus:
- enable intuitive double-click for "Select/Unselect" action in the scroll-lists
of the driver select menu
- new menu for human driver car setup : may be only a reduced set of parameters
would be accessible first, with default values for others ; some thinking work
about which go in this set wand which don't.
- Go on with Brian's XML menu infrastructure :
* move new guimenu.h/cpp functions Create*, Get*, Load*, Read*
to a new dedicated source file (guixml.h/cpp ?)
* rename these functions to be consistent with Gfui API (add a GfuiXML prefix ?)
* add support for keyboard shorcut XML description
(with defaults like for F1, F12 ... and also customizable ones).
* add support for dynamic background image.
* move the whole thing to a GfuiXMLMenuDescriptor class, for nice access
to menu properties, controls, objects ... by their name or index (in the XML file)
Robots:
-
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Program:
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- network gaming - take over Brian's unfinished work, or restart from scratch
(using graphics data transmission rather than physics one,
see devel list discussions)
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- as we want to increase the details (cars, tracks, ...), think about better and deeper
management of the level of detail, filtering-out objects that are not in the focus
of the camera (if not already done somewhere ?), from a "high" level for close objects
to a "low" level for very far objects, with 1 ou 2 intermediate distance levels.
As an example, use the auto-generated 3D wheel model for low levels (decrease its details),
and the designer-shipped one for high level (increase its details : more round wheels).
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=> rather rewrite the graphics engine from scratch with some modern engine
like OSG, Ogre3D, Irrlicht ...
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- replay feature - Work in progress by Simon Wood (Mungewell)
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- ABS, TCL, EPS implemented in simuV4 as optional feature per car type
Can be enabled/disabled by driver/robot in the setups.
TODO: Enable/Disable while driving as human player
Test the parameters used by human drivers (Same fo all cars at the moment)
If needed define car type specific parameters.
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Other:
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- finish the Mac OS X port (with CMake) : ~95% done. Compiles completely but does not run.
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Plib is the biggest source of headaches. CMake integration still unfinished in that way.
- think about how to integrate Haruna's fictious racing teams backstories in the game
(ex: LS1 in 'LS1 team "backstories" (for fun)' devel list post)
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TODO for 2.1.0 or after (some are current on sdl-port and career branches)
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Cars:
- create / setup new LMP1 car set (Andrew)
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- complete / setup MP1 (RL = F1) car set (including Formula One by Andrew Sumner,
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F1-torcs by Vincente Marti, and models converted by Xavier from GP4 game)
BUT: what about Manfariel's F1 2009 models?
- add petrol, bewy and mf1 to SuperCars set, as proposed by Wolf-Dieter
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BUT: There are still no front-engined cars!
=> see also discussion on dropping the TRB1 set and reuse its nice models
in other existing / future sets.
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- check in the Pacejka book to see if the way mu is computed from tire load
(= tire load sensitivity) is OK (simu V2 / wheel.cpp / SimWheelUpdateForce function)
- ALL CARS: create LOD models to reduce graphical stress in big-grid races or on low-spec CPUs
(or worse, both :/)
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- rework the current stock car model to the newer model 'Car of Tomorrow'
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- Hillclimb car with over 800 bhp?
BUT: Is it fun?
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- increase volume of backfire sound and gear shift sound (OpenAL)
- implement low-pass filter (OpenAL extensions)
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Robots:
- setup USR and Simplix robots for reworked 4WD carset.
- setup USR and Simplix robots for new LMP1 carset.
- setup USR and Simplix robots for new Indy carset.
- setup USR and Simplix robots for completed F1 carset.
Menus:
- Smart 3D view showing the selected car when choosing it
Program:
- improve command key management in human.cpp (there's 2 arrays indexed
by the unicode of the keys (!), whereas we only use no more that 25
different keys ; for the moment, these arrays were limited to 4096 items,
but this is probably not sufficient in Japan or China ...
=> we must find a better indexing of these array, to use the really needed
minimum number of key entries in these arrays (may be with some king of
indirection ?)
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- Support for 3rd party robots, cars and track. 3rd party robot builders
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should be able to use our CMake macro's, so we need to make some changes
to these macros and install them in such way that a robot can find it
during compilation.
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- Done: Implemented simple memory leak detection by overriding
malloc, calloc, realloc, strdup, free, new, delete ... etc
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in order to save informations about the caller in the allocated block.
To collect infos about the caller the return address is taken from the stack
( __LINE__, __FILE__ ... cannot work without changing all the callers code)
(Solved and tested for VC++, outstanding of MinGW/gcc).
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- introduce human driver assistance features, like Line Assist System (LAS)
and Instructor's Braking System (IBS) ;
also improve human skill level management in order to prevent rookie players
from winning too easily (by limiting car capabilities, and particularly removing
the extra-grip and replace it by driving assistance) and to scale driver assistance
availability / capabilities ;
add also something for preventing you from smashing into the back of the car in front
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(see Haruna's detailed post on the subject
and associated thread http://sourceforge.net/mailarchive/forum.php?thread_name=e17477d90904182050lc339f5cy6b4908ed8dc1723%40mail.gmail.com&forum_name=speed-dreams-devel)
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- introduce AI vs AI duel tournament mode for casual robot programmers (similar to
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R-TYPE FINAL's 'VS AI' mode); with varying car types, tracks, and robot competence
- Add co-driver/navigator signals and sounds for dirt and certain road tracks to be
used in rallying game modes