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TODO

[#A] spacecraft simulation

[#B] add launchpad and runway

  • Note taken on [2025-08-14 Do 12:58]
    airport lights, spot lights, decal render intro, render roads
  • [ ] deferred decals for rendering runway
    • [ ] Render geometry of planet, use stencil buffer to avoid rendering on spacecraft?
    • [ ] Transform pixels to 3d box. If inside, render runway or white markers.
    • [ ] Render one long decal object for dashed line markings
    • [ ] normal map
    • [ ] Use camera centric coordinates in geometry buffer to avoid numerical problems
    • [ ] runway lights
  • [ ] launchpad
  • [ ] launch complex
  • [ ] lights
  • [ ] get high-res Florida data (hot spot for map)
  • [ ] render building on top of ground
  • [ ] try one object casting shadow on another (pack object shadow maps into one?)

[#B] sound effects

[#C] 3D cockpit

cockpit, flight assistance tools, render cockpit and stencil/mask, then render planet, depth stencils

update controls in background thread

ground slope warning

frontal and side view of moon lander, altitude visualisation?

cockpit and scene rendering looking downward so that horizon is in upper half of screen

EF2000 like cockpit controls (quick access views) ctrl+a,b,c,…? ctrl+arrow?

EF2000-like zoom into individual MFDs

checklist MFD

orbit plane alignment

docking view

horizon with height and variometer

encounter

  • [ ] station
  • [ ] moon/base
  • [ ] earth

aerobrake/base roll-reversal, speed-height-distance profile

heading alignment cylinder

how to switch speed display (Earth surface, Earth orbit), display speed before applying second corrective impulse

top:

  • [ ] warnings (status display)
  • [ ] autopilot on/off, autothrottle (autopilot speed), angle of attack and bank hold (including reverse), roll reversal button
  • [ ] autopilot kill rotation, prograde, retrograde, orbit normal +/-, radial in/out
  • [ ] rcs mode (off, rotation, translation)
  • [ ] aircraft flight control surfaces: off/pitch/on

main:

  • [ ] cabin light, panel light
  • [ ] 2 mfds
  • [ ] apu on/off
  • [ ] airlock doors (three state), chamber pressure, bay door (open, close, stop)
  • [ ] light switch: nav, beacon, strobe
  • [ ] engine, thrust (main/hover), rcs
  • [ ] undock
  • [ ] fuel display (main, rcs, apu), oxygen display
  • [ ] hover doors switch + status
  • [ ] gear up/down switch + status
  • [ ] spoilers
  • [ ] radiator deploy + status
  • [ ] coolant temperature
  • [ ] no flaps

mfds:

  • [ ] yaw, bank, pitch acceleration and velocity indicators
  • [ ] horizon hsi, height, heading, variometer, speed, ils height, nominal speed
  • [ ] vor (use heading)
  • [ ] nav frequencies, dock, vtol freq
  • [ ] dock (angles, offset to path, distance, approach speed, x/y speed)
  • [ ] cameras (greyscale?)
  • [ ] map of earth/moon
  • [ ] hull temperature
  • [ ] align orbit plane
  • [ ] orbit
  • [ ] transfer: encounter, translunar orbit, insertion
  • [ ] ascent profile
  • [ ] reentry profile
  • [ ] no need to adjust MFDs during critical parts of the mission

engine thrust lever (main, hover)

  • [ ] hover door

bottom

  • [ ] flightstick (yaw/pitch/roll), trim wheel
  • [ ] fuel lines open/close (lox, main), external pressure online
  • [ ] life support

autopilot programs: baseland, helicopter, hover/autoland, launch/deorbit, aerocapture/aerobrake, airspeed hold, attitude hold, altitude hold, heading alignment cylinder, VOR/ILS, eject, capture, base sync, station sync, dock

use separate thread for making Nuklear buffer

[#C] add moon

  • [ ] moon base, lights
  • [ ] rotating Moon coordinate system, handle ground collisions
  • [ ] how to switch speed display (Moon orbit, Moon surface)
  • [ ] accelerated coordinate system with sun gravitation?

[#C] add space station

space station model, station lights

NASA docking system, soft-dock, hard-dock, docking sytem

[#C] marketing/progressing project

contact gamespress

release demo

targeted game description:

  • [ ] go four layers deep when describing your kind game: main genre, sub-genre, type of combat, setting / theme
  • [ ] breakdown into five tasks (What player does in your game), what actions the player uses to fulfill this task, be as specific as you can, add GIFs

steam page

steam page with trailer 90-180 seconds long (starting with gameplay immediately, end with call to action (wishlist now), gamespress.com press release, show UI (make outside cockpit UI?), easy to understand shots with player interaction 3-5 seconds each, show variety in biomes, (1920x1080, 5000 kbps, 30 fps, mp4)), capsule art (recognisable professional designed thumbnail), first 4 screenshots important - bright ones and dark ones (at least 3 different environments), good short description (engaging start, mention core hooks, enumerate basic gameplay verbs, by wedesoft (social proof)), add steam page url to long description, add animated GIFs, section banners, main content column images/videos now with 780px width

missions and high scores

[#C] graphics improvements

general quality

  • Note taken on [2025-08-14 Do 12:33]
  • [ ] HDR bloom (separable convolution), Add blurred overflow
  • [ ] multisampling
  • [ ] adapt shadow map size to object distance
  • [ ] integration test powder function
  • [ ] low FPS at 100km height was reported
  • [ ] cloud shadow flickering at large distance?

peek faster than last on vectors

use :let, :while, :when in for loops

use icosahedron for mapping 2D micro textures (better grass)

fix problem with resolution of neighbouring tiles in planetary cubemap

problem with neighbouring resolution levels being to different (maybe use more than two possibilities for edge tessellation?)

improve rendering of sun (see s2016-pbs-frostbite-sky-clouds-new.pdf)

how to render water, waves, waves

increase ambient light (surface radiance)

arycama: limit darkness of cloud shadow (exponential approaching a base level)

add earth light

add moon light

uniform random offsets for Worley noises to generate different cloud cover for each game

point sprites for stars, atmospheric flicker using sprite arrays

Skydome: counter-clockwise front face (GL11/glFrontFace GL11/GL\_CCW) (configuration object)

Skydome scaled to ZFAR * 0.5

no skydome and just stars as pixels?

create windows using blending (reflections?)

introduce variation to cloud height

[#C] other improvements

  • Note taken on [2025-10-04 Sa 13:42]
    Press leader g? to get orgmode help
  • Note taken on [2025-09-15 Mo 18:52]
    https://www.reddit.com/user/bsless/ Willing to lend a hand with any perf work if you’re interested
  • Note taken on [2025-09-15 Mo 12:59]
    Polish:
  • [ ] winter daytime is too dark, adjust range?
  • [X] limit timestep to prevent numerical problems
  • [X] add keyboard mapping help page!
  • [-] common playtest errors https://www.reddit.com/r/gamedev/comments/1rm9lyw/we_playtested_over_400_games_these_are_the_top/
    • [X] audio too loud
    • [ ] tutorial
    • [ ] scale UI according to screen resolution
    • [ ] feedback for player accomplishments
    • [ ] keyboard bindings customisation
    • [ ] difficulty spikes
    • [ ] clear objectives
    • [ ] camera problems
  • [ ] borderless fullscreen support
  • [X] Need to change keyboard bindings for camera because some users don’t have a numpad.
  • [ ] configurable key controls
  • [ ] joystick hat to control camera
  • [ ] limit dt or pause
  • [ ] shadows and opacity maps are set up in three places (search :sfsim.opacity/shadows)
  • [ ] add object radius to object?
  • [ ] fix planet tessellation tests
  • [ ] use anisotropic mipmapping
  • [ ] integrate object shadows into direct light shader and maybe make template function for shadows which can be composed,
    • [ ] use multiplication of local shadow map and planet+cloud shadows?
  • [ ] improve performance of quaternions (see fastmath implementation)
  • [ ] extendability (modding)?
  • [ ] put parameters like max-height, power, specular, radius in a configuration (edn?) file
    • only render sun glare when sun is above horizon, use single (normalised?) color from transmittance, bloom?
    • amplify glare? appearance of sun? s2016-pbs-frostbite-sky-clouds-new.pdf page 28
  • [ ] separate atmosphere from environmental shadow code, setup-shadow-matrices support for no environmental shadow,
    • overall-shading with object shadows only, aggregate shadow-vars with scene-shadows?
  • [ ] documentation how to create glTF with Blender
    • [ ] normal map baking in blender: swizzle R=+X, G=-Y, B=+Z
    • [ ] apply all modifiers
    • [ ] bake animation when exporting (use NLP track names)
      • [ ] is “depth” initialised when rendering space ship or planet?
  • [ ] keyboard shortcut customisation
  • [ ] crashes
    • [ ] crashes on ground
    • [ ] crashes in water
    • [ ] burning up
    • [ ] wing stress
  • [ ] free camera (move around camera freely)