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Description
The fixed_updates_per_second branch was experimental for a while, it successfully recreated and tested the original control mechanics and interpolation between frames to achieve a smooth gameplay at a fixed 30 updates per second. The original mechanics completely fixes most of the current issues, but due to the fact that in TR2-5 the arsenal of weapons, the set of enemies and objects was significantly expanded, it became difficult to reproduce all their logic without significant deviations from the original behavior.
After 5 years of OpenLara development I decided to recreate the architecture and logic of the original engine as accurately as possible, relying on debug symbols, new accessible materials and my current experience in reverse engineering. Most of the OpenLara engine parts will be rewritten.
Goals
- close to the original gameplay engine architecture with fixed 30 updates per second
- close to the original behavior of entities (Lara, enemies, objects etc.)
- accurate recreation of shooting and damage calculations
- smooth gameplay at 60-144 Hz monitors via linear interpolation from the actual 30 fps
- transfer all features available in OpenLara to the new code base
- graphics modding support for the rooms geometry, models, animations, textures and materials
- the possibility of easiest further expansion for TR2-5
Roadmap
Milestone A
- Merge recreated logic from experimental branch to GBA port
- Come up with the new engine architecture
- Write fast software rasterization for ARM
- Restore TR1 gameplay parts (Lara, objects, triggers, camera, enemies, weapons, inventory)
- GBA #368
- 3DO #370
- 32X #407
Milestone B
- Replace the main engine with the new one
- Write the general renderer interfaces (draw/render)
- Restore all existing platforms code and make new releases
Milestone C
- Fix stability issues
- Analyze and cleanup the github list of existing issues
*After this milestone I will continue to make ports to other platforms in parallel (#15)
Milestone D1
- Tomb Editor support
- Graphics modding support
*At this point we'll get stable TR1 support again with some great things
Milestone D2
- TR2 support
Milestone D3
- TR3 support
Milestone D4
- TR4 support
Milestone D5
- TR5 support