10 | 11 | - '''Orxonox V2''' (patrick): '''The game idea''': If we take a third party game engine we are able to focus more on game-specific topics. Let's define a goal we want to reach over several years but more imporant: let's define a short time goal, that we will reach within the next semester. Let's work in iterations (each cycle creates a running game), let's focus on game development (instead of engine development). |
11 | 12 | - '''Orxonox V2''' (parick): '''Development Style''': I want to propose a development style that copes with many of our problems we had with the old orxonox. I suggest to create a detailed C++ style guide, to perform code-reviews and some other stuff I will present you at the think tank. Takes about ~20min. |
12 | 13 | - '''Orxonox V2''' (who wants to do that?): '''Supported IDEs''': We used kdeveloper so far, which did a very good job. But there is no version for windows. What strategy should be follow with IDEs? |
13 | 14 | - '''Orxonox V2''' (x3n): '''World Entities''': The World Entities are, at the moment, just a bunch of uncoordinated C++ classes. There is almost no hierarchy and many features are just a hack. We need to do a total rework of most of the WEs with a proper structure, abstract classes to define common functions and some deep thoughts about saving/loading abilities and network replication. |
14 | | - '''Orxonox V2''' (x3n): '''Math Classes''': I've worked with the UnrealEngine and I was surprised by the easy handling of rotations. Quaternions are good for intern functions deep in the engine, but for gameplay-related functions they are unpractical. The UnrealEngine has a Rotator class, containing yaw, pitch and roll values. Vector(Rotator) returns a normalized vector pointing in the rotators direction, while Rotator(Vector) does the opposite thing. And we might consider to implement a BSP-Vector, whose Z-axis points to the top. But maybe we don't have to do those changes, because at least Ogre has already some rotating functions implemented. |
| 15 | - '''Orxonox V2''' (x3n): '''Math Classes''': I've worked with the UnrealEngine and I was surprised by the easy handling of rotations. Quaternions are good for intern functions deep in the engine, but for gameplay-related functions they are unpractical. The UnrealEngine has a Rotator class, containing yaw, pitch and roll values. Vector(Rotator) returns a normalized vector pointing in the rotators direction, while Rotator(Vector) does the opposite thing. And we might consider to implement a BSP-Vector, whose Z-axis points to the top. But maybe we don't have to do those changes, because at least Ogre has already some rotating functions implemented. Let's think about trying to get support from the Google Summer of Code. |
| 16 | - '''Orxonox V2''' (patrick): '''Community Building''': Let's find out what Orxonox V2 needs to to in order to get a community. continuous builds, forum activity, news, blogs, posters, press, whatever comes to our mind. Let's define a minimal set we want to use in Orxonox. |