Version 0.5 Roadmap

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CurMo

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Jul 23, 2008, 12:17:37 AM7/23/08
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Here is a short list of what were in the original 0.5 release plans of
E3D before it lost momentum. First of all, the v05changelog.txt file
in SVN contains all changes already completed and available in the
0.45 code (there were a LOT!), so you'll want to take a look at
that.

The key features partially completed in v0.45 that I wanted to
complete for 0.5 are:

-Improved rendering tree implementaton. Much of this was completed,
but much optimization can still be had. Also, shaders are stubbed in
but not implemented in the tree.
-Shaders. Empty place holders are available at the moment. Place-
holder references only in the rendering tree
-Skeletal Animation. This was 95% functional, but some sort of
floating point precision bug causes repeating animation to get off-
kilter after a few passes.
-Terrain. A crude heightmap based brute-force terrain engine is in
the .45 code. The brute-force algorithm was going to be a starting
point for a proper terrain implementation replacement. The plan was
to wrap terrain tiles with portals to join terrain to terrain, or
terrain to world. It was the simplest route to tie terrain to sector-
based worlds given E3D's internal portal structure, but may not be the
most efficient route by any means.
-Map and Model format needs to be replaced with standard formats. At
a minimum, an XML based format vs. the test parsing currently taking
place but loaders of standard model/map formats are preferred.

There will soon be a branch available in SVN for those interested in
being contributors, roughly named "v0.5 Development", that will be
used to house v0.5 code until it is stable enough for release and
merged to the trunk.

Feel free to discuss these features as well as any others you'd like
to see and/or contribute to in a 0.5 release.

NickH

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Jul 27, 2008, 1:43:12 PM7/27/08
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How about some integration in to a physics library?

NickH

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Jul 27, 2008, 1:55:40 PM7/27/08
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Also, if we want a standard format loader, how about modifying the OBJ
loader source from the 'Pro Java 6 3D Game Development' book. It's
available at: http://fivedots.coe.psu.ac.th/~ad/jg2/ch16/index.html

On Jul 23, 5:17 am, CurMo <cmox...@gmail.com> wrote:
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