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[ ] collision detection
	[ ] load the models on the server
	[ ] the server sends the ship models to the clients
[✓] toroidal warping
[✓] respect bullets's ttl
	[✓] communicate this event to the clients (δ: fired 1 → 0)
	[✓] explode when the time comes
[ ] fuel consumption
[ ] hyperjump
	[ ] minskytron effect
	[ ] engine damage on every jump
[ ] nozzle exhaust plume rendering
[✓] different screens for each game state
	[✓] intro
	[✓] connecting to server
	[✓] waiting for a player
	[✓] main game
[ ] keep a score
[ ] manage health
[ ] reduce the amount of data sent on every NSsimstate packet
	[✓] only send the fired bullets
	[ ] bit packing
[?] the client must try to connect continously
	> there's an error in the udp stack that doesn't allow the client to receive packets if run before the server is up.
[ ] more realistic DEC Type 30 CRT emulation
	[ ] the right colors (fg: 0x3daaf7, fgblur: 0x0063eb, bg0: 0x79cc3e, bg1: 0x7eba1e)
	[ ] the right decay function
[✓] work with PNG files instead of 9 pics
	> big compressed image(6) files can't be used because of the iounit limits.