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Roadmap for v3.1, Upcoming Release #199

@erlend-sh

Description

@erlend-sh

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  • Nightly build updates online javadoc - no more outdated javadoc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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