Difference between revisions of "Next version"

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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.
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== Development RoadMap ==
  
=2.0x codebase=
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The features listed as In-Progress are features tied into the engine currently, which need to be finished up.  
The following features will be completed before or at the end of the 2.0x lifecycle:
 
  
*: Completed Interpolation (heights, projectiles, etc)
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== In-Progress ==
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* PolyObjects (available in the latest devbuilds, more types will be supported in the future)
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* Normal/Spec/Brightmap support on textures
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* Rise of the Triad support (ROTT_*)
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* Dynamic Planar Shadow System for Dynamic Lights (Models only)
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* Quake 3: Arena-style shader-based sky system
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* Better BOOM Compatibility
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* Decals on all surfaces
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* TERRAIN.DDF: new DDF type for floors, that can do all sorts of neat things according to what flat name is being accessed at the current time.
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* SPRITES.DDF: new DDF type for plain sprites, to control things like Offsets, Brightmaps, etc.
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* New Input system, for split-screen controls
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* Wolfenstein 3D support (WLF_*)
  
*: MD5 support completed (skins, animation). '''FINISHED'''
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== FUTURE ==
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Future features are features that are not yet tied into the engine, but support will be coming soon for them.
  
*: DDF addition for weapons (Z_Aspect) ('''FINISHED'''), support for partial reloading
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* DECALS.DDF: new DDF type for wall decals (bullet holes) and floor decals (splats, explosions, etc)
 
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* IWAD Selection Dialogue Box (like ZDoom)
*: Splitscreen mode fully functional
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* Blake Stone support (BLK_*)
 
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* Strife IWAD
=2.1 codebase=
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* Completed Heretic support, including an Inventory system
 
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* True Networking, for internet play
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'''
 
*: 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 for Q3 BSPs, normal sky code will remain for DOOM maps.
 
*: [http://opl3.cozendey.com/ 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)
 

Latest revision as of 09:12, 19 September 2018

Development RoadMap

The features listed as In-Progress are features tied into the engine currently, which need to be finished up.

In-Progress

  • PolyObjects (available in the latest devbuilds, more types will be supported in the future)
  • Normal/Spec/Brightmap support on textures
  • Rise of the Triad support (ROTT_*)
  • Dynamic Planar Shadow System for Dynamic Lights (Models only)
  • Quake 3: Arena-style shader-based sky system
  • Better BOOM Compatibility
  • Decals on all surfaces
  • TERRAIN.DDF: new DDF type for floors, that can do all sorts of neat things according to what flat name is being accessed at the current time.
  • SPRITES.DDF: new DDF type for plain sprites, to control things like Offsets, Brightmaps, etc.
  • New Input system, for split-screen controls
  • Wolfenstein 3D support (WLF_*)

FUTURE

Future features are features that are not yet tied into the engine, but support will be coming soon for them.

  • DECALS.DDF: new DDF type for wall decals (bullet holes) and floor decals (splats, explosions, etc)
  • IWAD Selection Dialogue Box (like ZDoom)
  • Blake Stone support (BLK_*)
  • Strife IWAD
  • Completed Heretic support, including an Inventory system
  • True Networking, for internet play