Roadmap
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Planned
- Windows support - should just be a matter of implementing #291.
- Make the client library fully thread-safe.
Maybes
- Semi-dynamic Delaunay meshes (2D).
- New primitive for displaying arbitrary tri-meshes.
- Support for displaying video frames sent from clients (uncompressed).
- Scene file saving.
- Add cone and poly line primitives.
- Refactor the server into an easily instantiated object, to allow automatic testing of network code. It will be runnable without a GUI.
- Generalized object properties.
- GUI toolkit transition / prestudy.
- Refactor the render engine (again). The goal is a more flexible, less convoluted and more unified design.
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- More intelligble error messages -- with context! E.g. if the <initial> value for the DOF is out of range, the error message should be supplemented with the file and line where the error was encountered.
- Support for scripted actions???
- Support for script-defined sensors.
- Compressed bundles???
- Multiple, dynamic, configurable lights.
- (Multi-level) undo/redo.
- Probably quite doable, but with a performance hit. In essence, we just need to put the state (or a clone) of an object on a stack when it's changed and pop and replace the new state when undoing. Of course there are problems, such as what to do when an object is changed by a client.
- Snap to grid?
- 3D modifier widgets.
- All sorts of visual aids for selected objects, too. E.g. rotational axis/plane of rotation etc.
- Replace wireframe cameras with a per object option whether to draw an object in wireframe mode.
- Support for reading and writing gzipped definition files transparently.
- Client-side callbacks triggered from the server.
- A functional implementation of Workspaces.
- Add/delete workspaces.
- Save/load workspace layouts.
- A configuration dialog.
- Player plugin.
- Optional shadow rendering.
- VIPM.
- Congestion resolution policies.
- Shaders.
- Quadratic and cubic Bézier curve/path support.
- Incorporate alien technology.
Note: See TracRoadmap for help on using the roadmap.
