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Develompent Project repository
Study Json parsing libraries.
Create a sample program that parses a configuration file.
Implement the skeleton of a basic weapon component. With the shoot functionality.
Multiple weapon components can be attached to the same entity.
Create a skeleton of a player entity class -> Maybe getters and setters for the weapons.
Windows utilises "stdafx.h" as a standard precompiled header file (the file name can be modified under project properties, but the option to include PCHs is simply Boolean) to allow the compiler to avoid recompiling system headers time and time again when building a project. This will speed up compilation time anywhere from slightly to a lot.
We would need to ensure this only applies to Windows specific code (a good rule of thumb is anywhere a HWND is used), I haven't checked the Orbis toolchain yet, but I'm assuming it's GCC, so setting this up on PS4 will be very different.
Proposal is to use #ifdef to differentiate platforms.
When spawn rate is one, the emission of particles doesn't work (it emits 2 particles and then stops)
Our gitignore cut out all the .lib files, so: we decide to put the .lib file in deps or we add the $(DXSDK_DIR)include;
The release configuration isn't setted: neither library directory nor include directory.
The component has a static int and uses that as the unique id.
This integer gets incremented each time a new component is constructed and as a result the ids change for all the components.
The component id needs to be unique.
Document
Video
Implement the connection and play multiplayer using the engine peer-to-peer architecture.
CameraSystem
CameraComponent
Viewport implementation (abstract/concrete per system).
Emitters component
Particle system (behaviour) -> Update the particles
Shader in the battleArena
Last color pass (BattleArena) with particles rendering.
Player movement
Keyboard controls
Shooting mechanism
Weapon logic
Multiple players
Player behaviour shoot response
Pickups weapons
Health bars
Multiplayer logic LOCAL
Multiplayer logic P2P
Lobby & Menu both local and p2p
Menu
Credits
Audio
Implementing scene FSM with menus.
Adjust friction and response
Add bit-mask for collisions
Add different models
Create emitters configuration
Attach new emitters on pickup
Create emitters on collision
Change particle system implementation
Weapons damage
Port input skeleton implementation to the blade engine
Port joypad functionalities
Create a Player class which is an entity.
The configuration file will contain the local player's information(name, colour,). Additionally it will contain the information of all the peers it is going to connect to.
The application will load all the players' information and store them in some kind of map.
When a new player connects the name and colour will be fetched from the local storage and will be handled locally.
Implement behaviour component and system.
Move the behaviour already implemented in behaviour components.
Move the teardown and setup functionality from the Entity to the Behaviour system.
LightSystem
LightComponent
3 light descriptions
Manage how to send to shaders.
Socket abstraction
NetworkManager
Study serialization libraries.
Integrate it in the engine.
Create the Basic project skeleton.
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