Table of Contents
Roadmap
This is just a to-do list of items that are planned to be implemented before the next release.
- Completed items will be
crossed out. - These are not set in stone. Items may be added/removed at any time.
This page has not been updated in a long time and is probably not still relevant.
Version 0.3.0
Skeletal animation
- Should pick a model format
- Requirements
- Must be supported by Blender
- Candidates
- Collada
- MD5
- Custom format?
Shaders
- Cg: Free but same problem as PhysX.
- cgc can compile Cg programs into ARB vertex/frag programs (I think)
Physics
- PhysX: Free and hardware accelerated on Nvidia, but would lose portability and the ability to crosscompile for Windows…
- ODE: BSD licensed, probably the best bet…
Version 0.2.9
Meshes
Overhaul mesh loading API
Textures
Support for PNG formatSupport for JPEG formatFix DPT support
Input
- Rewrite mouse system
- Mouse modes
- FPS mode (rotates active camera)
- GUI mode (interacts with GUI)
- Picking mode (interacts with scene)
- Key codes should be read from a file so that multiple locales can be supported (?)
Graphics
- Re implement old particle system
- Perhaps with collision detection (optional)
- GUI widgets
- Frames
- Text labels
- Buttons
- Font support using libfreetype2.
- FPS display on screen
- Re implement multiple cameras
- Cameras can be attached to actors
- Cameras can be positioned manually
File IO
- Design & implement something similar to Quake's PAK format
Misc
Use <sys/time.h> instead of GLUT's timer.
- Dagger should accept some standard command line args (like –fullscreen, -f).
Rewrite string-buffer system- Better error handling
- Quadtrees, octrees
Clean up threads API.GLUT game mode needs to use glutLeaveGameMode() to exit cleanly.Fix dRandom().Rewrite math functions.
Build Environment
- Put together a mingw32 package
- Write unit tests.
- Build system could use some cleaning up.
- Rewrite configure script in Python
roadmap.txt · Last modified: 2009/11/01 03:20 by tom



