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Todo List

Class AbsObj
Privatise some of the member vars?

Member AbsObj::collide (const AbsObj &incoming, Vec4 *collpt=NULL, Vec4 *colln=NULL, Vec4 *collintr=NULL)
Fix intersection code, and check the averaging stuff.

Member AbsObj::collidept (const AbsObj &incoming, Vec4 *colln=NULL)
Fold into the other collision code, as it wouldn't be difficult.

Member AbsObj::genericupdate (float time)
Use Midpoint or RK4. I can't work out how to do this atm as forces would need to be recalculated.

Member AbsObj::genericupdate (float time)
Take out gotGrav reference - used for debug only atm so we can collide with things.

Member AbsObj::setRotation (float xin, float yin, float zin)
Retire me!

Member AbsObj::col
Add alpha blending.

Member AbsObj::gotGrav
Remove this and use objtpye instead.

Member Cam::mouserot (void)
Port mouserot to new code, maybe.

Class FileConfig
Put key-config struct here too.

Add more stuff - key configurations, player names, modifying, saving.

Member FileConfig::FileConfig ()
Set more boring values.

Member FileConfig::loadConfig (const char *filename=NULL)
Alternate places for configuration data?

Member FileConfig::loadConfig (const char *filename=NULL)
Do something about defaults so they can be set in one place.

Member Light::Light (GLenum t)
Use a static member to keep track of which light is free.

Member Light::render (void)
If we use this again, check when to turn it on.

Member Light::update (float time)
Work out what this did?

Class scrnsize
Does this count as encapsulating the information if we return it anyway?

Member Ship::update (float time)
Make firing rate variable.

Member tritype::tritype ()
Do something with tritype constructor

Class Vec4
Decide about fourth cell/thingy.

Member collideResponse (float time, AbsObj &bill, AbsObj &ben, Vec4 &pt, Vec4 &n, Vec4 &intr, float sticky)
Write this in more depth.

Member collideResponse (float time, AbsObj &bill, AbsObj &ben, Vec4 &pt, Vec4 &n, Vec4 &intr, float sticky)
Fix intersection code. While the code itself is correct, the way in which we find the intersection distance is not correct.

Member inTriangle (Vec4 p, Vec4 p0, Vec4 p1, Vec4 p2)
remove calculation of normal.

Member main (int argc, char *argv[])
Check what depth this should be set to.

Member movestuff (void)
Use the camera velocity etc. here to make the camera move smoothly on respawns.

Member makelevel (void)
Stop the overlaps, we don't need to after all.

File menu.cpp
Choose a way of doing fonts and use that.

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