Difference between revisions of "Next version"

From 3DGE Wiki
Jump to: navigation, search
(Changed page title to 'Development RoadMap')
m (completely wiped the old RoadMap, now that the team has agreed on what is coming viably in the next few months.)
Line 4: Line 4:
 
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:
 
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'''!
+
*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.
=2.0x codebase=
+
*DECALS.DDF: new DDF type for wall decals (bullet holes) and floor decals (splats, explosions, etc)
The following features have been completed with 2.0.4 Final (end of the 2.0 branch):
+
*True Networking, for internet play
 
+
*Completed Heretic support, including an Inventory system
*: Completed Interpolation (heights, projectiles, etc) '''FINISHED'''
+
*PolyObject support, for extra map enhancements and Hexen support
 
+
*Strife IWAD support
*: MD5 support completed (skins, animation). '''FINISHED'''
+
*New Scripting Language to control cameras in the game world for cutscenes
 
+
*CINEMATICS.DDF: new DDF type for Cinematics in the ROQ format
*: 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.
 
 
 
*: [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)
 

Revision as of 22:09, 20 August 2016

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:

  • 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.
  • DECALS.DDF: new DDF type for wall decals (bullet holes) and floor decals (splats, explosions, etc)
  • True Networking, for internet play
  • Completed Heretic support, including an Inventory system
  • PolyObject support, for extra map enhancements and Hexen support
  • Strife IWAD support
  • New Scripting Language to control cameras in the game world for cutscenes
  • CINEMATICS.DDF: new DDF type for Cinematics in the ROQ format