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Completed 1.7.0 cleanup
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GabrieleGiuseppini committed Dec 2, 2018
1 parent e5d9a1b commit f99f901
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134 changes: 68 additions & 66 deletions FloatingSandbox TODO.txt
Original file line number Diff line number Diff line change
Expand Up @@ -109,74 +109,17 @@ Render:
+ After water contrast

- Roadmap:
= 1.7.0
+ Magic spring optimization (*)
+ Then decide whether to increase the number of basis iterations, and whether to adjust strength
+ SQ: 2.0 => Basis = 24
+ Strength to maintain Titanic auto-break: <= 0.397928
+ Change max strength to 10 and see again value: 0.403352
+ Tune bombs
+ See pin
+ Change ocean floor bump - remove center chasm and move it right
+ Fix sound quantity
+ Adjust volume of those two high-pitched sounds
+ Adjust container ship
+ Bomb blast radius: 2.0
+ Fix missing RC bomb pings
+ verify break & stress sounds are still good
+ Test collisions with seafloor being less destructive
+ Fix crash
+ Springs and Triangles cctors: pass default-ccted FixedSizeBuffer() there, not {}
+ Then revert floor collision
+ Remove TODO's with checks at:
- Ship.cpp
+ Clear super/sub buffers in destroy handlers

+ Move inertia & ultra-violent mode
+ Move tool extension: rotate
+ Shift: up ccw, down cw
+ Make it relative to prev pos
+ Change icon
+ Slider for water drag adjust
+ Test with water drag depending on v^2
+ Update help:
+ Anti-Matter bombs
+ Move tool

+ See collisions' bug
+ Move tools always update velocity
+ Checl L'n'F'

+ Strength adjust at 1.0

+ Decide max water drag:
+ 100: OK,but not really "draggy"
+ 10,000: awesome

- Recheck L'n'F' for current collision handling
- Recheck L'n'F' for strength

= Extended status: take stats from RenderContext
+ RenderContext::Stats:
+ LastRenderedShipSprings
+ LastRenderedShipTriangles
+ LastRenderedGenericTextureTriangles
+ LastRenderedConnectedComponents
----
+ Reset stats at each RenderContext::RenderStart()

+ Redo full perf analysis

- 1.8.0
- Libsimdpp spring relaxation (*)
- Batisphere with pumps and propulsion (*)
- Z Buffer (*)
- Settings Manager (*)
- Resource Packs (Moleskine)
-1.9.0
- Bubbles
- Smoke
- 1.9.0
- Z Buffer (*)
- Settings Manager (*)
- 1.10.0
- Frontier
- Resource Packs (Moleskine)

- New ships
- Roma
Expand All @@ -195,9 +138,8 @@ Render:
- Black hole

- Technical debt
+ Replace ShipDefinitionFile's metadata with ShipDefinition

- Optimizations:
- Simulation Optimizations:

+ BufferAllocator<Type:vec2f or float>
+ cctor takes ElementCount
Expand Down Expand Up @@ -986,7 +928,7 @@ IF WX:
+ All getters and setters (when needed)
+ vec

+ Perf optimizations:
+ Simulation Optimizations:
+ Move back to baseline
+ Take profile X 2
+ set these flags and see impact (on Release)
Expand Down Expand Up @@ -3105,6 +3047,8 @@ IF WX:
+ INSTALL target for release
+ RelWithDebInfo: Inline any suitable (/Ob2)

+ Replace ShipDefinitionFile's metadata with ShipDefinition

+ Ships:
+ Titanic:
+ Introduce weak metal
Expand Down Expand Up @@ -3308,4 +3252,62 @@ IF WX:
+ Verify leak is slower
+ Do also at RenderContext
+ Fix issue with clouds and canvas size (wrong aspect ratio)


+ Roadmap:
+ 1.7.0
+ Magic spring optimization (*)
+ Then decide whether to increase the number of basis iterations, and whether to adjust strength
+ SQ: 2.0 => Basis = 24
+ Strength to maintain Titanic auto-break: <= 0.397928
+ Change max strength to 10 and see again value: 0.403352
+ Tune bombs
+ See pin
+ Change ocean floor bump - remove center chasm and move it right
+ Fix sound quantity
+ Adjust volume of those two high-pitched sounds
+ Adjust container ship
+ Bomb blast radius: 2.0
+ Fix missing RC bomb pings
+ verify break & stress sounds are still good
+ Test collisions with seafloor being less destructive
+ Fix crash
+ Springs and Triangles cctors: pass default-ccted FixedSizeBuffer() there, not {}
+ Then revert floor collision
+ Remove TODO's with checks at:
- Ship.cpp
+ Clear super/sub buffers in destroy handlers

+ Move inertia & ultra-violent mode
+ Move tool extension: rotate
+ Shift: up ccw, down cw
+ Make it relative to prev pos
+ Change icon
+ Slider for water drag adjust
+ Test with water drag depending on v^2
+ Update help:
+ Anti-Matter bombs
+ Move tool

+ See collisions' bug
+ Move tools always update velocity
+ Checl L'n'F'

+ Strength adjust at 1.0

+ Decide max water drag:
+ 100: OK,but not really "draggy"
+ 10,000: awesome

+ Extended status: take stats from RenderContext
+ RenderContext::Stats:
+ LastRenderedShipSprings
+ LastRenderedShipTriangles
+ LastRenderedGenericTextureTriangles
+ LastRenderedConnectedComponents
----
+ Reset stats at each RenderContext::RenderStart()

+ Redo full perf analysis

+ Recheck L'n'F' for current collision handling
+ Recheck L'n'F' for strength
2 changes: 1 addition & 1 deletion GameLib/GameController.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -285,7 +285,7 @@ void GameController::DrawTo(
{
vec2f const worldCoordinates = mRenderContext->ScreenToWorld(screenCoordinates);

float strength = 1000.0f * strengthMultiplier;
float strength = 2000.0f * strengthMultiplier;
if (mGameParameters.IsUltraViolentMode)
strength *= 20.0f;

Expand Down
1 change: 1 addition & 0 deletions changes.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
- Musical theme for this release: Chemical Brothers, "We Are the Night"
- Added ephemeral particles sub-system, and used it for debris and sparkles from the chainsaw
- Improved quality of the rigidity simulation - bodies are now stiffer
- Revisited simulations of water drag (now correctly proportional to *square* of particle velocity) and collisions with ocean floor
- Added tool to move and rotate bodies
- Added stars - visible only in the night sky (thanks Pac0master!)
- Added ocean floor bump maps
Expand Down

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