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Engine
Documentation
Notes
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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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