Difference between revisions of "Next version"
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− | 3DGE has tons of new features that are works-in-progress. | + | 3DGE has tons of new features that are works-in-progress. This is our Roadmap for the features that we are planning for future versions of 3DGE:: |
'''Items marked in BOLD indicate in-progress or finished'''! | '''Items marked in BOLD indicate in-progress or finished'''! | ||
=2.0x codebase= | =2.0x codebase= | ||
− | The following features | + | The following features have been completed with 2.0.4 Final (end of the 2.0 branch): |
− | *: Completed Interpolation (heights, projectiles, etc) | + | *: Completed Interpolation (heights, projectiles, etc) '''FINISHED''' |
*: MD5 support completed (skins, animation). '''FINISHED''' | *: MD5 support completed (skins, animation). '''FINISHED''' | ||
− | *: DDF addition for weapons (Z_Aspect) | + | *: DDF addition for weapons (Z_Aspect) '''FINISHED''' |
− | + | *: MD2, MD3, MDL, and MD5 models support normal and specular maps. '''FINISHED''' | |
− | |||
− | *: MD2, MD3, MDL, and MD5 models support normal and specular maps. | ||
=2.1 codebase= | =2.1 codebase= | ||
Line 21: | Line 19: | ||
*: OpenGL 2x rewrite (if extensions are detected, otherwise the engine will fall back to old 1.1 compliance). '''IN PROGRESS''' | *: OpenGL 2x rewrite (if extensions are detected, otherwise the engine will fall back to old 1.1 compliance). '''IN PROGRESS''' | ||
+ | |||
+ | *: Complete port to SDL2 '''IN PROGRESS''' | ||
+ | |||
+ | *: BSP traversal refactored, instead of visiting every subsector, it will only visit the ones in view and ignore the rest. '''IN PROGRESS''' | ||
*: Total Zone memory manager rewrite (more speed improvements). '''FINISHED''' | *: Total Zone memory manager rewrite (more speed improvements). '''FINISHED''' | ||
− | *: | + | *: Splitscreen mode fully functional |
+ | |||
+ | *: TCP/IP Networking | ||
*: Heavily revamped Dynamic Lighting and Shadowing code (true directional light and true dynamic shadows) | *: Heavily revamped Dynamic Lighting and Shadowing code (true directional light and true dynamic shadows) |
Revision as of 14:46, 29 April 2016
3DGE has tons of new features that are works-in-progress. This is our Roadmap for the features that we are planning for future versions of 3DGE::
Items marked in BOLD indicate in-progress or finished!
2.0x codebase
The following features have been completed with 2.0.4 Final (end of the 2.0 branch):
- Completed Interpolation (heights, projectiles, etc) FINISHED
- MD5 support completed (skins, animation). FINISHED
- DDF addition for weapons (Z_Aspect) FINISHED
- MD2, MD3, MDL, and MD5 models support normal and specular maps. FINISHED
2.1 codebase
Beginning with 2.1.0, 3DGE will get a massive rewrite:
- OpenGL 2x rewrite (if extensions are detected, otherwise the engine will fall back to old 1.1 compliance). IN PROGRESS
- Complete port to SDL2 IN PROGRESS
- BSP traversal refactored, instead of visiting every subsector, it will only visit the ones in view and ignore the rest. IN PROGRESS
- Total Zone memory manager rewrite (more speed improvements). FINISHED
- Splitscreen mode fully functional
- TCP/IP Networking
- Heavily revamped Dynamic Lighting and Shadowing code (true directional light and true dynamic shadows)
- Sky subsystem rewritten from Quake 3 for Q3 BSPs, normal sky code will remain for DOOM maps.
- OPL integration for music; replaces fudged SYSTEM music player under Windows. FINISHED
- SPLINE library replaces all camera code and new script files for them will be added.
- Environment maps for surfaces (like Half-Life)
- True Slopes using vertex height calculation
- Polyobject support.
- Inventory System
- Better RTS functions (some adapted from FraggleScript)
- FraggleScript support (limited*)
- ROQ library for cinematics, and render-to-texture (skins, textures) IN PROGRESS
- Quake 3 BSP Support (loading, rendering)