From 8c60b7a731b2438a4a01b21fcbab4549ba53f123 Mon Sep 17 00:00:00 2001 From: curt Date: Sat, 17 Jan 1998 13:27:15 +0000 Subject: [PATCH] Initial revision. (I think.) --- Simulator/Todo | 113 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 113 insertions(+) create mode 100644 Simulator/Todo diff --git a/Simulator/Todo b/Simulator/Todo new file mode 100644 index 000000000..4dab0f771 --- /dev/null +++ b/Simulator/Todo @@ -0,0 +1,113 @@ +-------------------------------------------------------------------------- +| Done +-------------------------------------------------------------------------- + +9/16/97 - Released version 0.11 + +9/22/97 - Released version 0.12 + +10/24/97 - Released version 0.13 + +11/25/97 - Released version 0.14 + +12/9/97 - Released version 0.15 + +12/9/97 - Released demtools version 0.01 + +12/10/97 - Released version 0.16 + +12/12/97 - Released verison 0.17 + +12/17/97 - Fix sun/moon initialization code so display lists aren't + re-created at every Init(). + +12/17/97 - Released version 0.18 + +12/23/97 - First stab at a reasonable sky ... I'm going to probably + leave this for now so I don't spend the rest of my life + trying to tweak it. + +12/30/97 - Event manager + +12/30/97 - Released version 0.19 + +12/30/97 - Released version 0.20 + +12/31/97 - remove Unix dependencies from .../Time/fg_time.c + +1/5/98 - Released version 0.21 + +1/6/98 - Added FGwin32.mak (a MSVC++ Makefile for building win32 versions) + +1/16/98 - Release verison 0.23 + + +-------------------------------------------------------------------------- +| Todo +-------------------------------------------------------------------------- + +12/29/97 - Scenery area manager + +12/29/97 - View frustum culling + +1/17/98 - See about building with C++ compiler + +1/5/98 - Create a development "roadmap" + +1/5/98 - remove Scenery/geometry.c and Scenery/mesh.c + +12/30/97 - fix winding problem with tri-strips in obj.c (invert normals) + +12/29/97 - Unify sun position render code with existing sunpos + calculations so the sun doesn't do it's little jump every + hour. + +12/29/97 - Add a mechanism to parse command line options + * A simple clear-screen sky. + * No fog. + * No astronomy. + * Less detailed terrain. + * Texture - but no MIP-mapping. + * Texture - but no bilinear blending. + * No texture. + +12/29/97 - sky tweaking + Steve Baker writes: + So, by building the sky in the flattened shape, we can have it be + very foggy at the horizon and clear blue overhead. + + The other important feature of this model is the colours. We + colour each vertex of the dish individually to allow for cute + sunsets, a darker blue overhead than at the horizon in daylight, a + gradual darkening of the sky as a function of altitude for very + high altitude flight - into space. Also we tint the horizon more + in the direction of the sun so that sunset starts where the sun + goes down - and the sky remains blue on the opposite side of the + sky - then as the sun gets lower, the colour spreads outwards all + around the sky and the black of night creeps in slowly from the + opposite side of the sky from the sunset. + + We also like to tint the bottom edge of the sky with white - even + in broad daylight - so it looks fuzzy - even when there is very + little fog to achieve that effect. + + We use a text file that contains a lookup table relating the sun + angle relative to the horizon to: + + * The colour at the top of the sky dome, + * The colour of the horizon nearest to the sun + * The colour of the horizon farthest from the sun + * The colour of the texture environment blend for the clouds. + * The fog colour. + + We can then tweak that file to set up all the conditions. The + realtime system interpolates the horizon colours all around the edge + of the sky. + +12/29/97 - Ground collision detection + +12/29/97 - glut windows or something for panel area - consider 3d + panels, careful of texture memory problems. + +1/5/98 - bzflag sound code might be able to work for us. + -- 2.39.2