Currently the Ainur Engine has the following features:
- Modular and object oriented design
- Game state management
- IntroState does a nice slideshow of your images
- TextFile and XmlFile resource managers
- CEGUI support
- Console done with CEGUI which is not yet enabled
- Support for mouse, keyboard, joystick/gamepad (even Microsoft XBOX 360 gamepad)
- Terrains with Editable Terrain Manager whith support for splatting, lightmap and colourmap
- Grass support with PagedGeometry
- Sky, clouds, starts, sun, moon and da/night cycle with Caelum
- Bloom effect (which was taken from Ogre examples but it's not that great with Ainur because the lights seem too bright)
- Resource locations with a simple XML file
- CEGUI sets and cursors specified with a simple XML file
- Configuration file for stages (AKA levels), implemented via INI-style file instead of XML (may use XML for this in the future)
Current planned features for Ainur Engine v0.1.0:
- Implement HDR and Motion Blur
- Fix Bloom weight
- Disable Bloom and use HDR
- Initial PostEffects infrastructure to handle compositors
- Water support with Hydrax
- Initial code for weather management
- Physics code to make the player walk (with three camera settings: first person, third person and free)
- MainMenu state implementation with Play Singleplayer, Options and Quit menu items
Also, implementing this game state I will also implement a way to load/save graphics options - Implement EditState to be used in the Stage editor instead of the PlayState which will be used for in-game preview
- Stage editor for terrains, grass, sky and water
- Loading IntroState images from XML
At the time of this writing, I already implement the first four points and I'm working on the 5th.
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