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NEW FEATURES:
Structure section
* SSG needs RTTI to replace the rapidly vanishing SSG_TYPE bits resource.
* I'd like to see the FGFS sky model moved into ssgAux so everyone can use
it. We got part of the way towards that - but it was never finished.
* I'd like to have a ROAM engine built into ssgAux for terrain rendering.
(maybe not *literally* ROAM - but something very like it).
SSG section
* Support for bump maps, cubic environment maps, etc, etc on hardware
that supports it.
* Support for multi-texture.
* Import some kind of Skin & Bones animation into ssgAux (using the
ExPoser code - or something even better).
Loader section
* MORE file readers and writer.
For example, a reader/loader for WWII Fighters would be nice.
* No file writers for about 2/3rds of the file formats we support.
* I want the PPE material editor's file format built into SSG so we can
load and save material lists.
* Model formats
* VRML
* XML version of ssg
* WWII (I think thats the name)
SG section
* function to get the angle between two vectors
* plot points on a vector (walking in a straight line)
* Expand SG with more intersection and distance-measuring tricks.
PUI section
* PUI should also be implemented with RTTI as well.
* Movable widgets
* PUI is still somewhat tied to GLUT...that should go. It'll need a
way to get the window dimensions - and at least one built-in font
before we can do that.
SL section
* Re-implement SL on top of OpenAL.
* Write players for more modern MOD-like music formats.
Examples section
* More example programs - more complete demo games and tools.
* More documentation for all the new features.