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nightmare's Issues

NGL, NSL, and NEGL

NGL = graphics library (similar to OpenGL)
NSL = shading language (similar to GLSL)
NEGL = API for integration with WM (similar to EGL)

Fix multi Z shadows

Make it so that shadows that span multiple Z layers are treated correctly

Player prediction

Based on the player's previous movements, and an AI (not influenced by player's actions), predict the player's next movements.

Puddles

Real-time water physics simulated puddles.

Overkill? Yes. Fun? Hell yeah!

Add camera

I'm thinking that the camera should be simply a matter of having the player constantly centered, as long as this doesn't inconvenience the level.

I.e.

camera_middle = NCLAMP(player_middle, (screen_width / 2), level.width - (screen_width / 2));

Level shadows

Use real-time shadows instead of prerendered shadows for level layers

Multiple lights

Shadows locations are calculated as normal, but the alpha is determined by the proximity of another light

Tests

Test suite for various components, to help ensure zero regressions

Developer Console

With features like:

  • Drag & Drop (plus saving)
  • Teleportation to click

Fog

Possible implementations:

  • 3D Simplex noise, calculated in real time, all CPU
  • 3D Simplex noise, calculated in real time, half CPU, half GPU
  • 2D static noise from an image (current implementation)
  • 3D static noise, using trilinear interpolation

Make NIFF encoder only use one pass

Algorithm in mind:

Set header stuff

Make array: contents

For i in raw:
Check if in palette. If so, add palette ID to contents. If not, add color to palette, then add the new palette ID to contents

Write palette info to file

Write contents to file

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