Required Skills: C++
Difficulty: Hard
Since the implementation of #1682, the area the camera can move in can be limited by boundary coordinates. Currently, the boundaries are hardcoded into the initialization of the camera manager to exactly match the (also hardcoded) map size of our demo game. However, for the future, it would be nice if the camera boundaries would adjust dynamically based on the current map size. This requires that we can transfer the map size and coordinates to the renderer thread and the camera manager.
Passing the information to the renderer should follow the exact same flow as the other simulation -> renderer communication in the level 2 renderer (see the associated architecture documentation).
Tasks:
Further Reading
Required Skills: C++
Difficulty: Hard
Since the implementation of #1682, the area the camera can move in can be limited by boundary coordinates. Currently, the boundaries are hardcoded into the initialization of the camera manager to exactly match the (also hardcoded) map size of our demo game. However, for the future, it would be nice if the camera boundaries would adjust dynamically based on the current map size. This requires that we can transfer the map size and coordinates to the renderer thread and the camera manager.
Passing the information to the renderer should follow the exact same flow as the other simulation -> renderer communication in the level 2 renderer (see the associated architecture documentation).
Tasks:
RenderFactoryFurther Reading