Updated .plan

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Robert Beckebans 2021-06-12 11:38:03 +02:00
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commit 1e919ec626

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@ -23,10 +23,10 @@ For discussions join the id Tech 4 Discord: https://discord.gg/Q3E9rUFnnP , #rbd
This file contains the following sections:
1. [About the Port](#about)
2. [Renderer Features Explained](#render)
3. [TrenchBroom Mapping Support](#trenchbroom)
4. [".plan"](#plan)
5. [May or may not ".plan"](#plan2)
2. [".plan"](#plan)
3. [May or may not ".plan"](#plan2)
4. [Renderer Features Explained](#render)
5. [TrenchBroom Mapping Support](#trenchbroom)
6. [General Notes](#notes)
7. [License](#license)
8. [Getting the Source Code ](#source)
@ -109,7 +109,7 @@ IMPORTANT: RBDOOM-3-BFG does not support old Doom 3 modifications that include s
You can fork RBDOOM-3-BFG and create a new renamed binary that includes all required C++ game code modifications.
## TrenchBroom Mapping Support
The goal of the TrenchBroom support is to make mapping for RBDOOM-3-BFG as easy as for Quake 1.
***The goal of the TrenchBroom support is to make mapping for RBDOOM-3-BFG as easy as for Quake 1.***
* idMapFile and dmap were changed to support the Valve 220 .map format to aid mapping with TrenchBroom
* Added exportFGD [models] console command which exports all def/*.def entityDef declarations to base/exported/_tb/ as Forge Game Data files. TrenchBroom has native support to read those files https://developer.valvesoftware.com/wiki/FGD.
@ -117,6 +117,28 @@ Using the models argument will also export all needed models by entity declarati
* To make it easier getting static models from Blender/Maya/3D Studio Max into TrenchBroom and the engine Wavefront OBJ model support has been ported from IcedTech
* Support ***angles*** keyword again for TrenchBroom like in Quake 3
---
# ".plan" <a name="plan"></a>
If you want to see what is planned or in progress in a Trello/Kanban style manner look here: [RBDOOM-3-BFG projects](https://github.com/RobertBeckebans/RBDOOM-3-BFG/projects)
Very certain short term goals are to port and extend some improvements from Justin Marshall's Iced-Hellfire-Dev branch:
* Assimp -> MD5 converter pipeline to generate .md5mesh/.md5anim files from any FBX, DAE, glTF2 files
* Improve MD5 files with a new Version 11 that allows to store normals for better control of smoothing groups
* Native C++ weapons code
* Native C++ AI & monsters code
* Quake 3 gladiator multiplayer bot
---
# May or may not ".plan" <a name="plan2"></a>
* Scrap expensive multipass forward shading with a faster forward+ solution
* Add [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
* Add a DX12 Ultimate renderer backend
* Explore Screen Space Global Illumination with Christoph Schieds' A-SVGF realtime denoising because A-SVGF works really well in Q2RTX
* Update texture compression based on [Basis Universal GPU Texture and Texture Video Compression Codec](https://github.com/binomialLLC/basis_universal)
* Rip & Tear renderer backend with modern approaches by [The-Forge](https://github.com/ConfettiFX/The-Forge)
* Replace collision detection and physics with PhysX 4.1
---
# Renderer Features Explained <a name="render"></a>
@ -367,21 +389,6 @@ Here is an overview of the changes made to TrenchBroom:
### Some Scenes of Mars City 1 loaded into TrenchBroom
<img src="https://i.imgur.com/nqR04z8.jpg" width="384"> <img src="https://i.imgur.com/GxL1X02.jpg" width="384">
---
# ".plan" <a name=".plan"></a>
If you want to see what is planned or in progress in a Trello style manner look here: [RBDOOM-3-BFG projects](https://github.com/RobertBeckebans/RBDOOM-3-BFG/projects)
---
# May or may not ".plan" <a name=".plan2"></a>
* Add a DX12 Ultimate renderer backend
* Add [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
* 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
* Slim texture loading routines based on stb_image
* Add texture compression based on [Basis Universal GPU Texture and Texture Video Compression Codec](https://github.com/binomialLLC/basis_universal)
* Scrap complex and complicated multipass forward shading with a simpler forward+ solution
* Rip & Tear renderer backend with modern approaches by [The-Forge](https://github.com/ConfettiFX/The-Forge)
* Replace collision detection and physics with PhysX 4.1
---
# General Notes <a name="notes"></a>