So I have written a prototype of my basic engine design and now I am ready to start on a full engine this iteration. Above is where I am right now. Below is where I want to be.
A few key features I am shooting for are:
- In game editing - switch to editing mode by using the console.
- Abstract physics engine interface - based on BEPU Physics mostly (see note 1 below)
- In game collision mesh editing and creation - easily add, move, rotate collision shapes.
- SunBurn properties editing in game, including textures.
- Deferred rendering using SunBurn - not going to bother with forward support.
- Neoforce Controls UI - because I don't like WinForms.
- .NET Compact only - Windows and Xbox support.
- Animated textures - (see note 2 below)
- Skinned models with rag doll physics.
- Partial rag doll physics for skinned models. For example entire model is animated normally except the left arm is actively a rag doll.
- The reason for abstracting the physics engine is for portability. I want to be able to write a single Save/Load method and have it work without modification even if I switch engines. The reason I am basing my interface on BEPU Physics is because it seems to be the best at the moment.
- Not sure if I will use movies or sprite sheets, but this is a must.
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