Difference between revisions of "Next version"

From 3DGE Wiki
Jump to: navigation, search
m
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
 
== Development RoadMap ==
 
== Development RoadMap ==
  
 +
The features listed as In-Progress are features tied into the engine currently, which need to be finished up.
  
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:
+
== 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_*)
  
*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.
+
== FUTURE ==
*SPRITES.DDF: new DDF type for plain sprites, to control things like Offsets, Brightmaps, etc.
+
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)
+
 
*UDMF Map Support: 3DGE currently has full support for UDMF maps, 3DGE Builder update coming soon.
+
* DECALS.DDF: new DDF type for wall decals (bullet holes) and floor decals (splats, explosions, etc)
*CameraMAN.CAMDAT: new Scripting language that allows full control over scripted cameras, linked through the console and COAL.
+
* IWAD Selection Dialogue Box (like ZDoom)
*GLSL dynamic compiled shaders: while 3DGE currently has support for GLSL, a future update will allow dynamic compilation of GLSL fragment and vertex shaders without being hardcoded into the engine itself.
+
* Blake Stone support (BLK_*)
*True Networking, for internet play
+
* Strife IWAD
*New Input system, for split-screen controls
+
* Completed Heretic support, including an Inventory system
*Completed Heretic support, including an Inventory system
+
* True Networking, for internet play
*PolyObject support, for extra map enhancements and Hexen support (this has been added in limited form through the Devbuilds)
 
*Strife IWAD support
 
*CINEMATICS.DDF: new DDF type for Cinematics in the ROQ format
 

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