Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Things to be refactored #567

Open
psieg opened this issue Apr 3, 2014 · 0 comments
Open

Things to be refactored #567

psieg opened this issue Apr 3, 2014 · 0 comments

Comments

@psieg
Copy link
Contributor

psieg commented Apr 3, 2014

This is not a real ticket but rather a list of things to be done or considered as tickets

  • Input pathways. Many classes call glfwGetKey() (e.g. keytrigger) where Input should probably be handled at a central point
  • Camera / HUD access: many classes want to display things, should the be via world::instance()->player()? Ideally, everything important should be a configurable inputaction/keymapping (yes, even if nobody's going to change it)
  • gamestates have accessors to their triggers so gameplay can set their targets. Is this the proper statemachine way? If yes, rethink
  • global singleton soundmanager. does the job and everything, but when pausing the game I want the music to keep playing but the engines to pause etc - sounds should be part of the scene
  • streamredirect - use again or remove
  • Consider Multithreading approaches
    • de-singletoning the World is already planned. This should allow things like async loading
    • scripting, ai, maybe splitdetection and other things can travel to other threads
    • ideally, even the world simulation can be multithreaded for performance
  • add whatever you stumble upon
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant