@yangyc
2017-12-04T23:43:18.000000Z
字数 1973
阅读 511
进度
9次迭代
3次迭代(增加4次迭代)
(每次迭代为2周)
demo(1.5)
local package(0.2):20%
editor architecture(0.5):100%
set up test environment(0.5):100%
sceneTree component(0.4):(100%)
transform component(0.4):(60%)
asset component(0.6):(50%)
change material component(0.3):(100%)
study reason(1.0):(100%)
study reductive (0.5) :(100%)
wonder-editor开发环境完善 0.5 (100%)
data-driven开发 0.6 (90%)
render(4)
integrate with editor(1)
Voxel(2)
integrate with editor
show model(1): 20%
rewrite engine by reason + bucklescript
add clone method(0.3):100%
add dispose(0.2):100%
asset(0.3)
transfrom(0.2)
add gameObject(0.2)
change material(0.3)
add component(0.4)
import and export(0.6)
data collection(0.3)
1.星期1:完善重构data-driven代码
2.星期2:进行data-driven测试
3.星期3-5:完成使用reason重写convertImportCss and changeSnapshotPath
4.星期6-7:修改测试快照的路径,并提出Wonder-Jest来隔离修改
1.完成convertImportCss的重构和测试
2.花了2天时间处理getLocalPosition并设值的问题
3.与@Jack(杨元超) 一起重构代码发布Wonder-Editor 0.4.0版本
1.PWA 文档和demo
2.在Wonder-Editor实验PWA
1.花3-4天研究PWA的文档和demo
2.在Wonder-Editor上实验离线渲染,文件操作,消息推送,快捷键设置,截图功能
rewrite engine by reason + bucklescript(1)
show model(0.8)
Camera(0.2)
Voxel(1)
test(0.2)
UI(0.3)
Skybox(0.2)
Picking(0.2)
add clone method(0.3):100%
add dispose(0.2):100%
optimize(0.5):100%
1.实现了dispose
2.实现了batch dispose
3.实现了clone
4.给出了性能分析报告
https://www.zybuluo.com/yangyc/note/964498
5.Wonder.js发布了v1.0.0-alpha.8版本
1.Wonder.js发布了v1.0.0-alpha.9版本:
1)share geometry
shared geometry share one buffer
cloneGameObject share geometry
2)reduce bandwidt
only send u_vMatrix, u_pMatrix once per shader per loop
2.给出了性能分析报告
https://www.zybuluo.com/yangyc/note/970630
1.支持instance
2.思考编辑器和引擎的扩展
1.优化transform
2.支持instance(one to one)
3.发布版本
4.思考编辑器和引擎的扩展