Difference between revisions of "Next version"
From 3DGE Wiki
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*: MD5 support completed (skins, animation). '''FINISHED''' | *: MD5 support completed (skins, animation). '''FINISHED''' | ||
− | *: DDF addition for weapons (Z_Aspect) ('''FINISHED''' | + | *: DDF addition for weapons (Z_Aspect) ('''FINISHED'''), support for partial reloading |
− | ), support for partial reloading | ||
*: Splitscreen mode fully functional | *: Splitscreen mode fully functional |
Revision as of 23:30, 2 November 2015
3DGE has many things that will be available, either in the Next Version or versions that could come after. This is a list of the things that are in-progress and will be available when appropriate.
2.0x codebase
The following features will be completed before or at the end of the 2.0x lifecycle:
- Completed Interpolation (heights, projectiles, etc)
- MD5 support completed (skins, animation). FINISHED
- DDF addition for weapons (Z_Aspect) (FINISHED), support for partial reloading
- Splitscreen mode fully functional
2.1 codebase
Beginning with 2.1.0, 3DGE will get a massive rewrite:
- Transition to OpenGL 2.0 (if extensions are detected, otherwise the engine will fall back to 1.1 compliancy - can also be forced).
- Total Zone memory manager rewrite (more speed improvements). FINISHED
- MD2, MD3, MDL, and MD5 models will support normal, bump, bright, and specular maps. FINISHED
- Textures will support normal, bump, and specular maps. FINISHED
- Heavily revamped Dynamic Lighting and Shadowing code (true directional light and true dynamic shadows)
- Sky subsystem rewritten from Quake 3, normal sky code will remain for DOOM maps.
- OPL support for music, fixed SYSTEM music player under Windows
- 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
- Polyobjects will be supported.
- Inventory System
- Better RTS functions (some adapted from FraggleScript)
- FraggleScript support (limited*)
- ROQ library for cinematics, and render-to-texture (skins, textures)