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Updated .plan
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README.md
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README.md
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@ -107,22 +107,30 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi
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---
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## ".plan" <a name=".plan"></a>
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* Finish Vulkan renderer backend
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* Finish PBR texture support
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* Add IBL lighting and [Light probe interpolation using tetrahedral tessellations](https://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral)
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* Generate IBL probes on the GPU through compute shaders
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* Add Screen Space Reflections
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* Finish adapting the Vulkan renderer backend based on Dustin Land's vkDOOM3
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* Fix GPU Skinning with Vulkan
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* Fix the lighting with stencil shadows with Vulkan
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* Port HDR and Shadow Mapping to Vulkan
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* Port all the extras like HDR, Shadow Mapping and Post Processing to Vulkan
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* Get ImGui to run with Vulkan and show the Vulkan memory fragmentation with it live
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* Evaluate Blender 2.8 as a complete replacement for D3Radiant and update the scripts for it
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---
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## May or may not ".plan" <a name=".plan2"></a>
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* Port Virtual Texturing support from IcedTech [IcedTech](https://github.com/jmarshall23/IcedTech)
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* Add [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
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* Give Mara's and McGuire's DeepGBuffer Screen Space Global Illumination a second try with Christoph Schieds' A-SVGF realtime denoising because A-SVGF works really well in Q2RTX
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* Port Virtual Texturing support from [IcedTech](https://github.com/jmarshall23/IcedTech)
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* Slim texture loading routines based on stb_image
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* Add texture compression based on [Basis Universal GPU Texture and Texture Video Compression Codec](https://github.com/binomialLLC/basis_universal)
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* Scrap complex and complicated deferred and multipass forward shading with a simpler forward+ solution
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* Scrap complex and complicated multipass forward shading with a simpler forward+ solution
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* Rip & Tear renderer backend with modern approaches by [The-Forge](https://github.com/ConfettiFX/The-Forge)
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* Add Temporal Anti-Aliasing
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* Imrpove SMAAA with Temporal Anti-Aliasing (SMAA T2x)
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* Replace collision detection and physics with PhysX 4.1
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* Add glTF 2.0 support because it is the new JPG of 3D ;)
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* Add glTF 2.0 support for static models and animations because it is the new JPG of 3D ;)
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* Replace sound system with [SoLoud](https://github.com/jarikomppa/soloud)
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---
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@ -369,4 +377,4 @@ You can find your qconsole.log on Windows in C:\Users\<your user name>\Saved Gam
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**A**: You can but don't bother me to give you free support and you probably should use Unreal Engine 4. I am a full time game developer and usually don't have time for any free support.
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**Q**: How do I know what code you've changed?
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**A**: Apart from the Git diffs, you can look for `// RB` in the source code. Many other contributors commented their changes in the same way. I enforced the usage of Astyle in this project which also makes it alot easier to compare it against other ports of DOOM-3-BFG.
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**A**: Apart from the Git diffs, you can look for `// RB` in the source code. Many other contributors commented their changes in the same way. I enforced the usage of Astyle in this project which also makes it alot easier to compare it against other ports of DOOM-3-BFG. Simply format the other ports with Astyle like I do in neo/astyle-code.bat and you can compare the code easily in WinMerge or KDiff3.
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