KDE Games/Kolf 2: Difference between revisions
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* a new persistency framework (Stefan) | |||
* support for network playing via GGZ (currently blocked, waiting for KGGZ libraries to arrive in trunk) | * support for network playing via GGZ (currently blocked, waiting for KGGZ libraries to arrive in trunk) | ||
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* Undo/Redo/ | |||
* an object model with which objects on the view can be selected | * an object model with which objects on the view can be selected | ||
* an object toolbox where objects can be added to the view | * an object toolbox where objects can be added to the view |
Revision as of 19:58, 27 April 2009
This is the project page for Kolf 2, the next generation of minigolfing in KDE. If you've got a question or would like to contribute, send a mail to Stefan.
Meeting
The next Kolf developer meeting will be on April 30th, 12:00 UTC (in your local time here), at the IRC channel #kdegames, freenode network. Join us if you like.
Topics
- Design of the landscape objects
- [add more topics here]
Outstanding tasks
Pick one if you like, and start coding! (Names in parentheses mark assigned tasks.)
Fundamental class design
- allow for multiple geometries per object (Stefan)
- redesign the putter class (Stefan)
Objects
- landscape objects (GSoC)
- windmill object
- bumper object
Overlays
- blackhole overlay
Game engine
- a new persistency framework (Stefan)
- support for network playing via GGZ (currently blocked, waiting for KGGZ libraries to arrive in trunk)
3D view
- rendering stuff in 3D (Casper)
- make OpenGL an optional dependency in the build system and in code
Editor interface
- Undo/Redo/
- an object model with which objects on the view can be selected
- an object toolbox where objects can be added to the view
- a property view based on the editor model and type models
Miscalleneous/Junior Jobs
- remove hard-coded colors from the code, replace with KColorScheme brushes