Refactoring Arx Fatalis: Difference between revisions
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[[Subsystems]] - Discussion regarding the engine initialization and its major components | [[Subsystems]] - Discussion regarding the engine initialization and its major components | ||
== Scripting == | |||
* Parse scripts into some form of IR instead of executing directly. | |||
* Share loaded scripts between IOs | |||
* Match timers by name when loading savegames | |||
* Cleanup GetInfosCombineWithIO() | |||
== Savegames == | |||
* Keep the SaveBlock instance open througout the game (and create it at game start to simplify things) | |||
* Autosave when changing levels - almost all needed information is already saved here | |||
* Track which IOs changed and don't always save all of them! | |||
== Audio == | |||
* Implement environmental effects (reverb) for the OpenAL backend using the EFX OpenAL extension. Reverb is available in the DirectSound backend when EAX is available (Creative drivers only?) |
Revision as of 21:30, 23 July 2011
Subsystems - Discussion regarding the engine initialization and its major components
Scripting
- Parse scripts into some form of IR instead of executing directly.
- Share loaded scripts between IOs
- Match timers by name when loading savegames
- Cleanup GetInfosCombineWithIO()
Savegames
- Keep the SaveBlock instance open througout the game (and create it at game start to simplify things)
- Autosave when changing levels - almost all needed information is already saved here
- Track which IOs changed and don't always save all of them!
Audio
- Implement environmental effects (reverb) for the OpenAL backend using the EFX OpenAL extension. Reverb is available in the DirectSound backend when EAX is available (Creative drivers only?)