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Roadmap
This roadmap of planned features is a work
in process and will be modified periodically.
Nearest tasks
- Map scene manager: Dynamic tree of objects. An opportunity of creation
of dynamic and big maps.
- Adaptation of the engine for creation of dynamically created maps
- Example of creation of a dynamic map
- Joysticks, rudders support and the interface for integration of other
devices
- Possibly Mono port
- Bug fix: Possible crash of the application at change
of the window size in Direct3D with switched on HDR
or shadows.
(You can disable HDR for fix this bug or use OpenGL)
- ...
0.56 - 1.0
General
- Engine optimizations (Entity System,
Renderer, Scene Management and other)
-
Scene management: full culling in a outdoor, terrain culling
- Saving/loading of the world during game
- Background loading of resources in a separate thread
- Multi-threading
- More convenient exporters of models
- Joysticks, rudders support and the interface for integration of other
devices
- Font: Kerning
- Problem with animations of weapons in a FPS mode if are visible
additional render targets
- Documentation
Render
- Instancing
- Depth of field
- Parallel-Split Shadow Maps (PSSM)
- Full support of point light shadows (cubemap
rendering)
- Hardware skinning
- HDR + full scene antialiasing
- Culling of light sources by the scene manager
- Widescreen monitor support
- Water shadows
- Decorative objects: LODs, random scaling
- Static lighting: Normal mapping support (directional
lightmap)
- Static lighting: HDR lightmaps
- Static lighting: Opportunity to set up parameters of
calculation for each object
- Static lighting: Vertex color lighting
- Static lighting: Irradiance volume for indoor
- Static lighting: Smaller memory using for irradiance
volume
- Static lighting: DecorativeObjectManager
support
- Support of the integrated videocards from Intel
- Bug fix: HeightmapTerrain: Artefacts on
joints of tiles with
switched on antialiasing
- Bug fix: Compositor on additional render targets in Direct3D
- Bug fix: Reflections without artefacts in OpenGL (clip planes)
Physics
- Dynamic mesh shapes
- Positioning of bodies at creation ragdoll depending by last animation
Sound
- EAX support
- FMODSoundSystem: Geometry occlusion
Network
-
Server and client concept
-
Entity division based on network type
- Server type (entities exist only on a server)
- Network type (entities exist both on the server and the
client. Only entities of this type are synchronized between the
server and clients.)
- Client type (entities exist only on a client)
-
Dead-reckoning, prediction, interpolation, and Level-of-Detail
-
Dedicated (stand-alone) and Listen (combined with client) server
options.
Resource Editor
-
Good integrated UV Unwrap tool
Map Editor
-
Terrain Editor: Holes
-
More convenient navigation. Shortcuts, camera management keys and etc.
-
Logic Editor: Completely visual editing
After 1.0 or if necessary
Platforms
- Microsoft XBox 360
- Mac OS X
- Linux
Render
- Advanced and faster particle systems
- Decals (for dynamic objects)
Physics
- Cloth
- Vehicle physics (car)
User Interface System
-
SceneBox - scene management in a control. You can place models, effects,
etc. This class is convenient for the output of simple scenes. For example,
a garage with a choice of a car in an auto simulator.
-
CaptionBox - text that is placed at the head of a window. Windows movable by
the mouse.
-
Table
-
TreeView
-
Automatic association of a set of small textures with larger textures (for
increased performance)
Artificial intelligence
-
Expandable navigation mesh based path finding system
Resource Editor
-
Graph Animation Editor
- Undo/redo
system
- Viewport control
- Tools for working with file archives
Map Editor
-
Automatic resource updating from external modification
-
Viewport control
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