diff --git a/README.md b/README.md index 6b15e2b7..e140b7a5 100644 --- a/README.md +++ b/README.md @@ -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" + +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" +* 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 @@ -367,21 +389,6 @@ Here is an overview of the changes made to TrenchBroom: ### Some Scenes of Mars City 1 loaded into TrenchBroom ---- -# ".plan" - -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" -* 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