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Description
This is our open roadmap for a v3.1, due to be released in early 2015.
Non-blocking items may be moved to "Future Release" - #198 - if the upcoming Stable Release is imminent. (Make them bold after moving).
Legend
Bold - Must-have.
Infrastructure Improvements
- New build system for the engine based on Gradle as opposed to ant.
- New repository stored on GitHub
- Move plugins repositories to GitHub
- Embed version number & GIT version into jars’ manifest and into the JmeVersion class - this must occur automatically on every build.
- Rolling nightly builds (no need to manually delete old builds), nice web UI to show releases.
- Nightly build updates online javadoc - no more outdated javadoc
Core Engine Improvements
- Physically Based Rendering
- Energy-conserving blinn-phong specular
- Gloss map support
- gamma correct rendering
- HDR with filmic tone mapping
- FXAA post-process
- Native libraries to perform functions which require native code for performance (especially for embedded platforms like Android / iOS)
- Vorbis audio decoding
- Texture decoding
- Software skinning
- Bullet Physics
- OpenGL binding
- OpenAL binding
- JInput (static linking could potentially be limited by license)
- WebM (VP9 / Vorbis) video decoding (optional)
- Shift the render-system abstraction away from the Renderer interface into a GL interface which can then be implemented in a much more lean manner. URA!
- The GL interface can be implemented by various classes such as LwjglGL, JoglGL, AndroidGL, IOSGL. Do the same for OpenAL.
com.jme3.post
- HDR really should be required for any post processing system.
com.jme3.system
- Native extraction should be completely controlled by the context implementation, it should occur when Application requests it.
JmePlatform.initialize()must not extract natives (maybe remove completely?).
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