Table of Contents
The Road-Map
Planning phase
| Deeplayer 3D | Tadpole | |
|---|---|---|
| Task | Brainstorming | Brainstorming |
| Assign | all | all |
| Status | ongoing | ongoing |
| Task | Setup Forums | Setup Forums |
| Assign | CS | CS |
| Status | 100% | 100% |
| Task | Setup Wiki | Setup modding Wiki |
| Assign | CS | CS |
| Status | 100% | 100% |
| Task | Setup Joomla | Setup Galleries |
| Assign | NP | NP |
| Status | 100% | 067% |
| Task | Apply Sourceforge | Finalize Web-stuff |
| Assign | CS | NP |
| Status | 100% | 000% |
| Task | OrganizeCodeFolders | Finalize SES mesh |
| Assign | CS | NP |
| Status | 050% | 000% |
| Task | Sketch text descr. | UV-Unwrap Mil |
| Assign | CS+Z | NP |
| Status | 015% | 000% |
| Task | Code threads+alloc. | Basic Texture Mil |
| Assign | CS | NP |
| Status | 010% | 000% |
| Task | SketchIntefaces (.h) | UV-Unwrap SES |
| Assign | CS+Z | NP |
| Status | 005% | 000% |
| Task | Setup Folders in SVN | Basic Texture SES |
| Assign | CS | NP |
| Status | 000% | 000% |
| Task | Code: Ogre on thread | Static scene SES |
| Assign | CS | NP |
| Status | 000% | 000% |
| Task | Doxygen+Test+Etc | Add Earth+bkgnd |
| Assign | CS | NP |
| Status | 000% | 000% |
| Task | PEER REVIEW | Add elevator car |
| Assign | CS+Z(+KC?) | NP |
| Status | 000% | 000% |
| Task | DEMO 000 | DEMO 000 |
| Assign | All | All |
| Status | 000% | 000% |
| ==================== | ==================== |
Development phase task-list
- Please discuss at the forum
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 | |
|---|---|---|
| Task | ANNOUNCE @ FRESHMEAT | ANNOUNCE @ FRESHMEAT |
| Assign | ||
| Status | 000% | 000% |
| Task | DEMO 01 | |
| Assign | ||
| Status | 000% | 000% |
| Task | DEMO 02 | |
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| Task | DEMO 09 | |
| Assign | ||
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| Task | DEMO 10 | |
| Assign | ||
| Status | 000% | 000% |
| ==================== | ==================== |
Alpha
| Engine | Tadpole | |
|---|---|---|
| Task | ANNOUNCE @ FRESHMEAT | ANNOUNCE @ FRESHMEAT |
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| ==================== | ==================== |
Beta
| Engine | Tadpole | |
|---|---|---|
| Task | ANNOUNCE @ FRESHMEAT | ANNOUNCE @ FRESHMEAT |
| Assign | ||
| Status | 000% | 000% |
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| ==================== | ==================== |
Gamma
| Engine | Tadpole | |
|---|---|---|
| Task | ANNOUNCE @ FRESHMEAT | ANNOUNCE @ FRESHMEAT |
| Assign | ||
| Status | 000% | 000% |
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| ==================== | ==================== |
road.txt · Last modified: 2006/10/22 20:30 by chuck_starchaser


