Warning! This is not exact plan. Queue of adding new features can change.
NeoAxis 1.4
For NeoAxis 1.4 we have plans for big physical system improvements.
- Physics System: Upgrade engine to the latest PhysX 3.x.
- Physics System: Multithreading support.
- Physics System: Joints and motors refactored.
- Physics System: Car physics support with a demo.
- .......
After 1.4 Or If Necessary
Platforms
- IOS
- Android
- Google Native Client
- Linux
General
- Background loading of resources in a separate thread
- Scene management: full culling in a outdoor, terrain culling
- Mono Runtime 64-bit version
Web Deployment
- Google Native Client
Render
- Smooth transition between LODs
- Mac, OpenGL: Access to depth texture
- Mac, OpenGL: Soft Particles
- Mac, OpenGL: Parallax Occlusion Mapping
- Scene management: full culling outdoor, terrain culling
- Deferred shading
- DirectX 11 (Tesselation support)
- Light source: Projective textures for spot and point light sources
- Static lighting: HDR lightmaps
- Static lighting: Opportunity to set up parameters of calculation for each object
- Static lighting: Vertex color lighting
- Static lighting: Irradiance volume for indoor
- Static lighting: Smaller memory using for irradiance volume
- Static lighting: DecorativeObjectManager support
- Static lighting: Normal mapping support (directional lightmap)
- Static lighting: Texture alpha blending
Physics
- Car physics support
- Body positioning on ragdoll creation determined by last animation
- Cloth
Networking support
- Better support for FPS games (prediction on client)
- Local servers discover
- Simulation of lag and loss UDP packets for testing
Graphic User Interface
- Table
Resource Editor
- Animation Tree Editor
- Undo/redo support for all editors