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-rw-r--r--notulen/wk8-1.txt57
-rw-r--r--research.tex68
-rw-r--r--time.txt12
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
diff --git a/time.txt b/time.txt
index c23e53a..630555d 100644
--- a/time.txt
+++ b/time.txt
@@ -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