I'll give it a look over the weekend.eis_os wrote:My various small comments
4. Intermodule communication
You may want to look at: (Some kind of Microkernel design)
http://github.com/appcelerator/kroll
Indeed. Missing. WIll add some.- Vehicles
I am missing trams (and so there won't be an one to one relationship anymore to roads)
Indeed- Collision detection
Needs special care and caching. (You don't really want to test against all vehicles all the time)
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6.1 GFXM classes / interfaces
6.1.1 Rendering window. , 6.1.2 Input collector
-> Needs drag & drop
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Will add soon.
This is a toughie. We are either going to use an outside gui and embed a rendering context inside, or use a premade Ogre gui. Not much choices there..6.1.5 GUI
-> Should be resolution independent GUI / Vector based.
FMOD supports this7. Sound Module
-> The in-game/ambient sound fx should be callable by view, needs to get notifed of view changes to stop playing the right sounds.
Honestly - I did not give it a thought. But in essence - depends. Unique IDs are currently used for resource management (client local, obviously) and game object management (which should be share among clients) so both are useful.10. Unique ID Management
Should the uniqueids network aware? Otherwise uniqueid aren't allowed to be in network packages and are only local unique.
Transport type handling module should handle pathfinding for a given transport type.I miss a path finding module, one of the most resource eating tasks is to get the right path.