The Road-Map

Planning phase

Deeplayer 3D Tadpole
Task Brainstorming Brainstorming
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Task Setup Wiki Setup modding Wiki
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Task Setup Joomla Setup Galleries
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Development phase task-list

Coordinates

  • Basic material shaders
  • Camera controls
  • Switching Coordinates
  • Non-procedural, progressive mesh, terrain rendering
  • Progressive meshes for ships and stations? Investigate
  • Representing composite objects (SQL?)
  • Batching and co-routines
  • Predictive file-i/o
  • Prefetching iterators
  • Putting it all together
  • DEMO1: Zooming-in from planetary system to goldbug.

Procedurals

  • Procedural terrain generator
  • Procedural terrain rendering, cpu side
  • Procedural terrain rendering, gpu side
  • Procedural system generator
  • Procedural galaxy generator
  • DEMO 2: Zooming-in from galaxy to procedural planet to gold-bug.

Physics/Damage

  • GPU Brook/Spirit thing
  • Physics system test in cpu
  • Physics integration in OPAL
  • Physics experiment in gpu
  • Collision system test in cpu
  • Collision experiment in gpu
  • Physics/collision integration
  • Ship controls, thrust, and physics integration
  • Damage system (mesh-based)
  • Damage system, internal explosions
  • Damage system and gpu-based physics
  • Damage system integration and testing
  • DEMO 3: Big ship blowing up

Unit AI

  • Neural network test
  • Genetic algorithm test
  • Genetic encoding of neural network
  • Basic neural network evolution speed assessing system
  • Genetic evolution of neural networks
  • Applying genetically evolving neural networks to unit AI
  • Accelerate neural networks in GPU?
  • DEMO 4: Battle in space

Gravity/Navigation

  • Integration of gravity simulation
  • Hohmann/Bi-elliptic maneuvres
  • Docking station traffic control AI
  • Basic Autopilot
  • Basic Autopilot with docking mode
  • Interception autopilot
  • Impulse saving autopilot
  • Integrated autopilot
  • DEMO 5: Select your destination...

Physionomy

  • Skeletal animation tests
  • Muscle representation and physics
  • Ragdoll simulation
  • Muscle-doll simulation
  • Applying genetically evolving neural networks to inverse kinematics
  • Crawler training camp
  • Standing training camp
  • Walking training camp
  • Running training camp
  • Obstacle race training camp
  • Boxing, kickboxing, judo, tai-chi, kendo, tango ....
  • Climbing, opening doors, carrying stuff, throw, catch ...
  • Dealing with the unexpected training camp.
  • DEMO 6: NPC’s in SES, elevator, and on Earth.

Sim City

  • Procedural cities
  • Non-procedural cities (SQL)
  • Microeconomics: The Worker, The Consumer
  • The Corporation
  • Banking, Insurance, Investment
  • The Stock Market
  • Entrepreneurship
  • Manufacturing
  • Trade and Transports
  • Macroeconomics: Nations, Monetary Policies, Currencies
  • DEMO 7: Simulated Economy.

Game level

  • Python on a thread
  • Command Console
  • Game load and save (and auto-save)
  • Game logic
  • Game AI
  • Factions
  • DEMO 8: Dynamic universe.

Graphics overhaul

  • Imposters
  • Culling
  • Instancing: Space garbage/WC asteroids
  • Scene View application
  • Diffuse, specular, shininess, emissive components
  • Klauss’ GI, Paralax mapping, Paralax occlusion?
  • Mesh processing tool: Adds tangents, computes PRT_N/PRT_P
  • Gaussian filtering of env.mapping modulated by shininess
  • Smart procedural detail-texture/-normal in fragment shader
  • Settling on a set of opaque, solid material shaders
  • CPU, runtime texture preprocessing
  • Texture set generation tool
  • Atmosphere, fog, clouds, explosions and hot exhaust shaders
  • Glass, plexiglass and light flare shaders
  • DEMO 9: Eye candy...

Tying up lose ends

  • SOUND:
  • Finish-up sound module (quad-ogg) and off-line sound tools
  • Speech recognition and synthesis
  • AI:
  • AI chat-bot integration and off-line tools
  • Render to Texture:
  • In-game CRT’s (sensors, video comm, V-sync damage)
  • In-game simulators and arcades
  • Networking:
  • Basic network play
  • Integrate network play with in-game arcades
  • TOOLS:
  • Game specifier & tasker tool
  • Unit processor (mesh, texture, physics)
  • Finish up scene-view: mesh/texture/dll-reloads
  • Finish up damage mesh generator: gui, style spec
  • Whole AI Training set of apps, clean up, complete
  • Make GUI-Maker
  • Browsers, organizers and archivers (materials, sounds)
  • Integration of various tools with Game specifier/tasker
  • PORTING:
  • Linux-porting Portathlon
  • Installers/updaters (dev/mod/game for Win/*nix)
  • WEB:
  • Set-up forums/Wiki/bug-tracker for each of the tools
  • FINAL CLEANUP:
  • Running PC-lint for C++ on everything
  • Re-testing all modules.
  • Coverage analysis, improve testing procedures
  • Code Analyst,
  • Testing on other compilers (SourceForge compiler farm?)
  • Testing on various hardware/OS configs
  • REPEAT FINAL CLEANUP, till nothing else comes up.
  • Run Doxygen on everything, add written specs and docs
  • Verify all links in documentation
  • Review specs/interfaces for all yet-To-Do’s
  • DEMO 10: Deeplayer 3D @ work: Modding demos
  • Update DEMO’s 1 through 9
  • Add Tadpole and Rylix demos
  • Alpha Release announcement and party :-)

Development Phase

Engine Tadpole
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Alpha

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Beta

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Gamma

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road.txt · Last modified: 2006/10/22 20:30 by chuck_starchaser