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somecomputerguy edited this page Oct 27, 2011
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- Performance
- Frustum culling
- Display lists
- Lighting - normal calculation and 1 single 'overhead' light
- True helper threads - take tasks off of work queue
- Cache weights for voxel rendering
- Render voxels to polygons
- calculate normals for shading
- Near-real-time chunk modifications
- Coherence over networking
- Native physics
- Ambient occlusion shading
- Shadows
- Bake into polygons somehow? Does this prevent other light sources?
- Multi-dimensional texturing
- Scalability
- caching and discarding
- Code cleanup/refactoring
- Configuration system
- Buttons and widgets
- Better terrain/noise functions
- Terrain Generation