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Entity Component based Game Engine for XNA 4.0 (or FNA/MonoGame)
Some basic highscore / achievements client/server
Some global system that can integrate with GameCenter, Steam, Facebook, Google, Twitter, and maybe others (base components easily extendable with specific components for each platform) at least for login, matchmaking, leaderboards, achievements and social sharing.
Clear the project of input, each game can simply use XNA for input.
Some basic menu flow should be easy to setup (including controls for multiple devices).
The components of the camera are horrible.
Support for sprite atlasses (ex. http://www.codeandweb.com/texturepacker).
Support different resolutions.
Support runtime image editing (detect .png in DEBUG) with refresh button.
Trace.Write("test\ntest");
creates an exception
Trace.WriteLine() with new lines doesn't work properly
The bounce behavior is buggy (bouncing in different directions has different results)
Implementation of the halfBubble sort when EntityLayer.Sorted is set to true
music, fx, volume control, panning, puredata?
Make wiki pages for prefab components in gists.
Messages should be a class/struct.
see: infinite axis theorem
Triangulator is running in problems when rendering voronoi cells. For now I have fixed the issue by disabling the code that caused it to go into an infinite loop, but this matter needs a better solution. Also see the discussion on the source's wiki.
Using the TiledIntegrator some entities might be collided twice.
Basic Lightning shaders (shadows).
Water?
After flipping Visible to false on a UIElement, some elements always keep being rendered.
The leveleditor by Joris should be added to the engine.
Lightweight parser from string to component/entity
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