Agree on TA meeting time MDD Timeline Who writes what Separate components for editing and playing? No, unify them and have separate interaction modes Have a single component that has the full display capabilities needed by both playing and editing, and they can be turned on and off by the interaction mode R2 versus N2? Technically it's $\mathbb{N}^2}, because the JVM is an integer machine, but it's an abstraction around $\mathbb{R}^2$ Drawers just part of R2 renderer or general (AbstractDrawerFactory)? Not much can be said in a general specification about them, and they may not even work with certain types of renderers, so make them just part of R2 Terminology: Renderer versus Drawer Unresolved issues Who to tell about a collision? Property of both parties involved Editing game board properties How should connections be managed? Revised specification (Zack) Design * Overview (Austin) * Game system (Dan) ** Physics * UI (Albert) ** Playing UI ** Editor *** Drawings *** Use cases Implementation overview * MDD (Albert) * "Project Plan" (Austin) The use of the editor and its design are rather separate Specification * UI (Albert) ** Playing UI ** Editor UI *** Drawings *** Use cases Design * Overview (Austin) * General user interface [gizmoball.ui] (Dan) ** GameBoardComponent abstraction for pluggability ** Interaction modes for component unification * Game system [gizmoball.game] (Dan) ** Physics ** Gizmo properties * R2 interface [gizmoball.r2] (Zack) ** Drawers * Game loader/saver [gizmoball.xml] (Austin) Implementation overview * MDD (Albert) * Project Plan (Austin) Sanity checks Defined frobbers? ticks should not depend on other gizmos two-stage update Java3D/OpenGL/Graphics2D issue