Added note.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@248 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -1,6 +1,13 @@
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#
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# $Id: design.txt,v 1.2 2001/07/10 22:22:35 shaper Exp $
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# $Id: design.txt,v 1.3 2001/08/15 01:08:00 mdb Exp $
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* Notes
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Consider making MISO sufficiently sophisticated to allow the cluster stuff
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to be implemented as an extension. This would included allowing the XML
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scene stuff to allow extensions, the scene editor to allow extensions and
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of course extending the MisoScene class itself.
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* Discussion
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Date: 07/10/01
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Venue: General discussion in vast sweeping loft area.
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Participants: mdb, shaper.
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@@ -28,8 +35,8 @@ TBD: art details, how many frames of animation, what kinds of things
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can be carried, paper-doll-ing of character clothing, possibility of
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color-replacement to allow increased re-use of clothing art.
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Scene Description
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-----------------
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* Design
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** Scene Description
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- sid: unique scene identifier
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- name: scene name
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- version: scene description file format version
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@@ -38,17 +45,13 @@ Scene Description
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of scene coords
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- exits: set of scene coords and associated sids that the exits lead to
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Potential Classes
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-----------------
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** Potential Classes
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SceneIDBroker: dynamic scene creation and obtaining/tracking scene ids
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SceneManager: scene retrieval, caching
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TileManager: tile retrieval, caching
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Config: tileset/tile info
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Tile Sets and Tiles
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-------------------
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** Tile Sets and Tiles
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General high-level categories of tiles:
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3 * outside (three prospective themes)
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@@ -104,15 +107,14 @@ needed for drawing tiles (e.g. exclude corners of iso squares), but
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only if noteworthy perf gain achieved. Perhaps other similar
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worthwhile uses.
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TBD:
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** TBD
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*** Resource mgmt
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When is scene data and art loaded, how big are the chunks of data
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downloaded, what's the user experience during download like.
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- Resource mgmt: when is scene data and art loaded, how big are the
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chunks of data downloaded, what's the user experience during
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download like.
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- on-screen "map" display of the surrounding scenes, the scenes
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comprising a town, etc. potentially impacts how we allow placement
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of exits in a scene since allowing folks to place exits to their
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houses/bldgs willy-nilly may make map generation wacky. perhaps
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useful for game designer use as well when laying things out and
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"surveying the landscape."
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*** On-screen "map" display of the surrounding scenes
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The scenes comprising a town, etc. potentially impacts how we allow
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placement of exits in a scene since allowing folks to place exits to their
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houses/bldgs willy-nilly may make map generation wacky. perhaps useful
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for game designer use as well when laying things out and "surveying the
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landscape."
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