This is where you can suggest features and ideas. If your description is long please make it an internal link.

feedback_from_zola

Basic ideas

Transform Space

:!: DONE! :!:

27Jun2005 psy: Basically implemented.

Transform Space would be nice, I will see if I can add it.

  • TS_LOCAL
  • TS_PARENT
  • TS_WORLD

Of course, add the obligatory “Shamelessly ripped from OGRE…” :D

This will entail adding a few features to the graphical portion of yake . . .

Node Additions

:!: DONE! :!:

27Jun2005 psy: I thought this is already possible? I added naming of graphical objects including scene nodes two weeks ago and updated Yapp's Graphical accordingly. This is what is available right now already: Node::getName(), Node::getChildren(), Node::getChildByName(), Node::createChildNode(), Node::removeAndDestroyChildren() and in Yapp Graphical we have Graphical::getSceneNodes(), Graphical::getSceneNodeByName() and Graphical::getAnySceneNodeByName(). (All parameters and return types omitted.) Isn't this enough?

Original post:

Currently I see no way to do the following:

  • graphics::ISceneNode* myNode→getParentNode();
  • myNode→getDerivedPosition();

:!: regress: mj has a separate way of doing this, through a high-level complex graphical model, which makes much more sense in the long run.
From the forum (here):

I needed a means to get control of individual scene nodes/entities loaded from .scene. Like if I load a .scene with several cameras in it, I then want to switch cameras. I came to idea to introduce names to graphical objects ( there wasn't any before ), so one could graphicalObject→getAttachedCameras, or gO→getChild( “somename” ). GraphicalObject here is complex yapp::Graphical.

getSceneNodeBySearch

:!: DONE :!:! Though with a slightly different signature. Look at the graphics::ISceneNode interface. Recursive scanning is controlled via a parameter.

What's still missing is an iterator wrapper for child nodes, recursive or not.

Advanced ideas

Networking

(posted by Ricky28269, you may have seen me on IRC) I think yake::net should be handled by RakNet (http://www.rakkarsoft.com). You might find it easier to add into Yake, plus RakNet has a whole bunch of awesome features that are nice to have in any network simulation/game/whatever. I haven't looked at the source code section yet so IDK how far you've gotten as far as coding goes, but the manual section about yake::net is nearly empty, so if you haven't gotten very far in integrating whatever API you were planning on using, I suggest that you switch to RakNet.

07Nov2005 - psy Let's discuss this in this thread or another one if you feel like it :)

yapp::level/yapp::level::Terrain

Design concept. How about a level concept in the engine? Aren't you tired of all these “fly-through” demos? ;) Join discussion!

Live assets

'Live' assets and scripting. Basically to allow outside changes to assets and scripts *without* having to restart the app. Included IRC log of discussion.

Blender <-> Storm link

Plugin link for blender to easily integrate with the Yake::Storm editor. Forum discussion starts here http://www.yake.org/forum/viewtopic.php?p=3386#3386

Embedable storm

Allow editting components of storm to be included inside your project for in app editting and very rapid development.

Precomputed Radiance Transfer support?

Precomputed Radiance Transfer and High-Dynamic Range Rendering can make graphics look VERY realistic

 
ideas/feature_requests_and_ideas_section.txt · Last modified: 2008/02/21 21:56 (external edit)
 
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