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- Priorities:
- Basics tutorial.
- Simple top down player controls.
- * test tiny omega bug in cpvslerp().
- User definable default winding.
- User definable fast collision filtering.
- Assertion (or warning?) for destroying a body with things still attached
- Bilinearly sampled image sampler function. (override the sample method to always take bilinear samples)
- RGB Image Sampler class.
- Reorganize Chimpnuk Pro directory structure. Too flat and confusing.
- Improve the ACD splitting plane algorithm.
- Fishing game
- Motorcycle in a spinning cage
- Squid thingy like TomorrowPlusX.
- Investigate getting better PhysicsEditor support.
- Unordered
- Fix solver issues with the groove joint.
- Use a slop tolerance on joint boundaries.
- Website things
- Don't make any mistakes: http://www.gamasutra.com/view/feature/185773/the_top_10_mistakes_tool_.php
- Several people want a Chipmunk Facebook page.
- figure out and redo front page. Chipmunk js examples.
- Future things to think about:
- breakable object support functions?
- Serialization
- Tests for the query methods
- Building bodies from shape collections.
- Per body iterations and timestep?
- Per body damping and gravity coefs?
- Easy callback programable joint?
- Top down racing game. (Need the callback constraint)
- cpBodyActivateStatic() should also activate joints?
- Chipmunk 7:
- Speculative contacts
- User definable constraint
- Custom contact constraint with rolling friction and per contact surface v.
- Serialization
- API changes, different body/shape instantiation.
- Collision handler objects with additional callbacks.
- Calculate contact anchors to get rid of contact pos. (needed for speculative contacts anyway)
- Mass property calculation changes.
- Change apply force/impulse and point velocity functions.
- Separate doxygen docs for Objective-C parts and C parts.
- Cocos2D xcode templates.
- Custom contacts using cpArbiter user data.
- Built in transform type.
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