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-rw-r--r-- | notulen/wk8-1.txt | 57 | ||||
-rw-r--r-- | research.tex | 68 | ||||
-rw-r--r-- | time.txt | 12 |
3 files changed, 137 insertions, 0 deletions
diff --git a/notulen/wk8-1.txt b/notulen/wk8-1.txt new file mode 100644 index 0000000..7702dfd --- /dev/null +++ b/notulen/wk8-1.txt @@ -0,0 +1,57 @@ + Documents + Research Document + Continue adding research information + Project plan + - + Document standard + Add updates when needed + Requirement + physics sub-requirements -> Jaro write document + eventmanager sub-requirements -> Wouter write document + gameloop sub-requirements -> Wouter write document + ecs sub-requirements + particles sub-requirement -> Jaro write document + resourceManager sub-requirement -> Niels write document + rendering sub-requirement + script requirements added. + design document + [closed] Discussing top-down + API in design document + Game design + - + Git + Code standard -> LOEK update + Show updates + Code standard with examples not in main? -> niels + Environments + - + Research (POC) + research eventmanager -> Wouter POC (goede voortgang) knoppen uitlezen + [closed] resource manager -> POC check datatype for conversion (na meeting afgerond) alleen implementatie tiled + start research ui -> wouter + start research ai + start research playback -> Max + start research scenes -> Max + star research camera -> Niels + start research savedata -> loek + start research renderer -> niels (sprite & color & transform) POC simple (SDL_GPU voor efficiency verbetering) + [closed] start research scripting -> loek + start research physics Starting POC -> Jaro + More research about physics + start reasearch collision detection -> Jaro + [closed] research ecs -> Loek will add fix for derived class for scripts + start research particles Starting research -> Jaro (start lifetime. spawning area) + Design + Adding design asset class -> niels + Adding design resource holder -> niels + How does a game designer make a scene? + Product + - + Test + - + Question Bob + mag de API gewoon een interface worden voor wat onderliggend een ECS is. + Overig + Timers voor systems (profiler van systems) + + diff --git a/research.tex b/research.tex index 5dd01a6..6853d5f 100644 --- a/research.tex +++ b/research.tex @@ -663,6 +663,74 @@ an easier to use interface for the user and improve the efficiency of the physic because the total forces can be calcualted ones and then applied to all dynamic entities. +\subsubsection{Components physics} + +This is a list that could be needed for additonal phisics components + +\begin{itemize} + \item Gravity + \begin{itemize} + \item Rigidbody (for mass, gravity scale, etc.) + \item Transform (to modify position based on gravity) + \end{itemize} + + \item Directional Force (e.g.~wind or gravity in a specific direction) + \begin{itemize} + \item ForceComponent (for direction and magnitude of the force) + \item Rigidbody (for mass and velocity affected by force) + \item Transform (to update position based on force) + \end{itemize} + + \item Collision (detection + handling) + \begin{itemize} + \item Rigidbody (for collision detection mode and velocity handling) + \item ColliderComponent (defines the shape and behavior of the collider, like bounce) + \item Transform (for object position, rotation updates) + \end{itemize} + + \item Player Movement + \begin{itemize} + \item MovementComponent (for handling player input and movement speed) + \item Rigidbody (to handle physics-based movement, like velocity changes) + \item Transform (to apply movement to the object's position) + \end{itemize} + + \item Bounce (elastic collisions) + \begin{itemize} + \item Rigidbody (for bounce coefficient and velocity adjustments) + \item ColliderComponent (to detect collisions and calculate bounce) + \item Transform (to adjust position after bouncing) + \end{itemize} + + \item Rotation (torque or angular forces) + \begin{itemize} + \item Rigidbody (for rotational inertia and angular velocity) + \item Transform (to apply rotation to the object) + \end{itemize} + + \item Directional Force (e.g.~explosions, pushing) + \begin{itemize} + \item ForceComponent (to apply the force in a direction with a magnitude) + \item Rigidbody (for velocity changes due to the force) + \item Transform (to update position based on the force) + \end{itemize} + + \item Particles (e.g.~smoke, explosions) + \begin{itemize} + \item ParticleComponent (to define particle effects like lifetime, velocity) + \item Transform (to emit particles from the object’s position) + \end{itemize} +\end{itemize} + +\begin{enumerate} + \item Input Processing + \item Run Scripts (custom logic, AI, player input, etc.) + \item Apply Forces (gravity, directional forces, user-applied forces) + \item Calculate Movement (update positions based on velocity) + \item Collision Detection and Resolution + \item Post-Collision Adjustments (e.g.~friction, constraints) +\end{enumerate} + \subsection{Conclusion} More components need te be created for both EC and ECS with the diagram provided by @@ -88,6 +88,7 @@ loek: 2024-10-25 20m review :: PR review (+errands, merge only, #12 and #13) loek: 2024-10-26 3h20m implementation :: save manager loek: 2024-10-27 4h implementation :: save manager loek: 2024-10-29 10m tooling :: documentation (fix plantuml theme errors) +loek: 2024-10-30 30m project meeting (min/max component count constraints) max: 2024-09-02 1h project kickoff max: 2024-09-02 45m first project meeting @@ -306,5 +307,16 @@ jaro: 2024-10-11 30m weekly update jaro: 2024-10-14 2h knowledge sharing jaro: 2024-10-14 1h30m project meeting jaro: 2024-10-17 1h project discussion +jaro: 2024-10-19 15m weeklyupdate +jaro: 2024-10-20 3h components + physics + collision systems +jaro: 2024-10-23 1h30m samenvoegen collision + physics en rendering +jaro: 2024-10-24 1h20m project meeting +jaro: 2024-10-24 3h30m physics and collision +jaro: 2024-10-24 1h static collision handeling +jaro: 2024-10-25 2h collision handeling and onderzoek collision event unity + + + + # vim:ft=cfg |