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Roadmap ? #14

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motorsep opened this issue Apr 3, 2018 · 2 comments
Open

Roadmap ? #14

motorsep opened this issue Apr 3, 2018 · 2 comments

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@motorsep
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motorsep commented Apr 3, 2018

What are the plans for 2018 ?

@eXistence
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There is no roadmap, but the next release is not that far away and will include several improvements to the game:

  • auto detect native display resolution
  • fixed MSAA
  • change nearly all settings on-the-fly (immediately visible, no restart required), like
    • resolution
    • MSAA
  • apply gamma and brightness at the framebuffer level (doesn't mess up your desktop settings anymore, esp. in windowed/editor mode)
  • added FXAA
  • added Bloom
  • added OpenAL-soft
    - replaced EAX by EFX
    - added smooth effect blending of neighbouring areas
    - reload and edit EFXs on-the-fly/ingame
    - added realtime EFX gui editor
  • SDK
  • various bugfixes and minor improvements

These things are mostly finished, but not released yet. I am currently in the middle of some performance
improvements and i want to finish these before making a new release, because those improvements could turn out to be pretty significant.

Things i want to look into after that release:

  • multithreading
    • job system (game, frontend, dmap)
    • game and render backend in different threads
  • networking and dedicated server (nothing fancy, just making sure everything is there and works)
  • 64bit
  • SMAA
  • sRGB
  • support for the original Doom3 demo
  • some details for RoE are still missing

There are also few things i want to play with that won't affect the actual game, because they are tool/code related and/or require special game content:

  • HDR
  • PBR
  • Tesselation/displacement mapping
  • MegaTexture/virtual texturing
  • Global Illumination
  • various tool/editor improvements
  • various code cleanups and refactorings
  • support Qt-based editors on linux

Again, this is not a roadmap, just things that i want to look into.

@motorsep
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motorsep commented Apr 11, 2018

@eXistence

Nice list!

Do you think you could pull various fixes for tools from my Storm Engine 2 into your engine ? (along with Script Debugger and some shaders, like feathered edge / soft particles, etc.)

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