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No backwards compatibility with binary client data with v1.0 will be provided. Several file formats may be changed fundamentally.
Do not expect these features anytime soon, ever.
v2.0
- Remove OpenGL 1.2 and Direct3D 9 drivers
- (Maybe) Mantle/DX12 style rendering backend (also OpenGL) (using pipeline state objects and command buffers, multi threaded, etcetera)
- Multi threaded rendering
- Implement deferred rendering model
- PBR shading model
- Replace CMaterial with CMaterial and CMaterialParams (making material seperate from shape, materialparams is part of shape)
- CMaterial refers to the shader setup, which is part of the driver pipeline state object
- CMaterialParams are the per-shape material parameters, which consist of textures and uniform buffer objects
- Replace CPU based MRM and skinning with GPU skinning and simple model-swap LOD
- Implement optional 16-byte alignment model for vertex buffers (for faster access from vectorized sources) (only used for streaming buffers) (use this for particles)
- Need a new and higher quality lightmapper with support for normals (exporting direction and spread in addition to just the light value)
- Need a tool to auto generate LOD meshes (similar to Simplygon)
- Revamp the landscape rendering using GPU tesselation. Add support for normal maps and fine roughness texture for very fine tesselation. Keep bezier patch model. Keep near/far model. Far model does not tesselate at all. May need to use sparse texture maps.
- Physics (jumping)
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