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Things to be refactored #567

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psieg opened this issue Apr 3, 2014 · 0 comments
Open

Things to be refactored #567

psieg opened this issue Apr 3, 2014 · 0 comments

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@psieg
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psieg commented Apr 3, 2014

This is not a real ticket but rather a list of things to be done or considered as tickets

  • Input pathways. Many classes call glfwGetKey() (e.g. keytrigger) where Input should probably be handled at a central point
  • Camera / HUD access: many classes want to display things, should the be via world::instance()->player()? Ideally, everything important should be a configurable inputaction/keymapping (yes, even if nobody's going to change it)
  • gamestates have accessors to their triggers so gameplay can set their targets. Is this the proper statemachine way? If yes, rethink
  • global singleton soundmanager. does the job and everything, but when pausing the game I want the music to keep playing but the engines to pause etc - sounds should be part of the scene
  • streamredirect - use again or remove
  • Consider Multithreading approaches
    • de-singletoning the World is already planned. This should allow things like async loading
    • scripting, ai, maybe splitdetection and other things can travel to other threads
    • ideally, even the world simulation can be multithreaded for performance
  • add whatever you stumble upon
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