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Revision as of 19:33, 29 April 2016 by Corbin (talk | contribs) (Changed page title to 'Development RoadMap')
Development RoadMap
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)