There are only a few key areas left that need to be finished, before we can start creating a game using the Orion Engine framework. Note that some of the features mentioned on this page will likely have to wait for a later release to be finished.
NOTE: See the Engine Features page for details on the features that are currently finished.
This documentation is only a preliminary specification and is subject to change at any time.
- Convert all existing scene objects to use the new effect system. Decide what needs to be deprecated from the API.
- Finish the material editor, and effect importers, in the Orion Genesis world builder.
- Finish animation track blending.
- Finish animation event handling.
- Test adding multiple patches of terrain together.
- Spline-based terrain and the associated tools.
- Maintain large worlds by dynamically loading/unloading scene elements.
- In the network driver, use Windows Overlapped I/O with callback notifications, instead of polling for events. I plan to allow upwards of 10,000 connections per-server.
- Finish UDP communication.
- Finish packet compression and encryption.
- Finish bones and skinned mesh support.
- Finish patch mesh support.
- Finish progressive mesh support.
- Path finding, path creation, etc.
- Collision analyzer for solving complex collisions (i.e. rolling, bouncing, sliding, spinning, etc.)
- Simulation manager.
- Inverse kinematics (IK) system for 3 joint articulation.
- Vehicles, such as car, bike, boat, etc.
- Flocking, autonomous agents, etc.
- Attached objects with breakable restraints.
- Inertial behavior, viscosity, friction, buoyancy, etc.
- Allocate and manage sound buffers/channels, handle buffer priorities, dynamic load/unload, etc.
2D GUI Control Library
- Create new list box and/or drop-down list control.
- Create new menu control.
- Create new tab control.
- Finish implementing high-level script language w/advanced data types.