lilith3d

 

Engine

Documentation

Notes

Roadmap

Ideas for enhancements to the engine. There is no time frame for anything.

  • High performance particle system
  • Billboard system for the trees
  • Sound support
  • Flock movement. The engine currently only supports point to point walking.
  • Squad movement.
  • Optimize startup time
  • Re-load resources
  • Optimize key grinliz utilities
  • Have snow effect pathing
  • Sky reflections in the water

Completed:

  • [complete 2.0] Alpha support in objects
  • [complete 2.0] Improve Skybox implementation
  • [complete 2.0] Shadows
  • [complete 2.0] Ground plants
  • [complete 1.4] Animation system. MD2 support added.
  • [complete 1.5] Buildings. Movement to and from buildings, integration with the pather. Movement on buildings where appropriate.
  • [complete 1.5] Pather cleanup
  • [complete 1.5] Establish clear startup assets
  • [complete 1.4] OpenGL state manager
  • [complete 1.5] Enter buildings
  • [complete 1.5.0] Walk on buildings
  • [complete 1.3.0] Quad support for AC3D
  • [better 1.3.0] Smooth terrain for Bridge Morph
  • [complete 1.3.0] Eliminate terrain jumping with vertex shaders. The far terrain "jumps" too much as it crosses the far plane.
  • [complete 1.1.0] 3D texture terrain. The current approaches overpaints to achieve the terrain blending. A 3D texture would look better and render faster on cards with support. (The old system will get left in - not all my machines have 3D texture rendering.)
  • [complete 1.1.0] Improved camera.
  • [complete 1.2.0] Trees
  • [complete 1.2.0] Decals for the terrain. Spell effects, footprints, land effects, etc.
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