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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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