Difference between revisions of "Next version"
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== Development RoadMap == | == 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 | ||
+ | * Camera-Man Script: COAL-based script which allows the engine to utilize spline-based cameras for in-engine cutscene and complete camera control | ||
+ | * Dynamic Planar Shadow System for Dynamic Lights (Models only) | ||
+ | * Half-Life MDL and MS3D Model Format Support | ||
+ | * 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. | ||
+ | * CameraMAN.CAMDAT: new Scripting language that allows full control over scripted cameras, linked through the console and COAL. | ||
+ | * New Input system, for split-screen controls | ||
+ | * CINEMATICS.DDF: new DDF type for Cinematics in the ROQ/AVI formats | ||
+ | * 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) | + | |
− | * | + | * DECALS.DDF: new DDF type for wall decals (bullet holes) and floor decals (splats, explosions, etc) |
− | * | + | * Rise of the Triad support (ROTT_*) |
− | * | + | * Blake Stone support (BLK_*) |
− | * | + | * Strife IWAD |
− | * | + | * Completed Heretic support, including an Inventory system |
− | *Completed Heretic support, including an Inventory system | + | * True Networking, for internet play |
− | * | ||
− | |||
− |
Revision as of 13:08, 1 August 2017
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
- Camera-Man Script: COAL-based script which allows the engine to utilize spline-based cameras for in-engine cutscene and complete camera control
- Dynamic Planar Shadow System for Dynamic Lights (Models only)
- Half-Life MDL and MS3D Model Format Support
- 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.
- CameraMAN.CAMDAT: new Scripting language that allows full control over scripted cameras, linked through the console and COAL.
- New Input system, for split-screen controls
- CINEMATICS.DDF: new DDF type for Cinematics in the ROQ/AVI formats
- 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)
- Rise of the Triad support (ROTT_*)
- Blake Stone support (BLK_*)
- Strife IWAD
- Completed Heretic support, including an Inventory system
- True Networking, for internet play