I was thinking a format of something like
http://www.mozilla.com/en-US/firefox/3.6b1/releasenotes/

On Fri, Feb 26, 2010 at 11:08 AM, Christian Van Brussel <
[email protected]> wrote:

> Here are some chosen examples of what other engines have in their
> 'features' page:
>
> Ogre3D: http://www.ogre3d.org/about/features
>
> - Clean, uncluttered design and full documentation of all engine classes
> - Load textures from PNG, JPEG, TGA, BMP or DDS files, including unusual
> formats like 1D textures, volumetric textures, cubemaps and compressed
> textures (DXT/S3TC)
> - Sophisticated skeletal animation support [then some rather common
> features]
> - Support for skyboxes, skyplanes and skydomes, very easy to use
>
> Irrlicht engine: http://irrlicht.sourceforge.net/features.html
>
> - Direct import of Textures: Windows Bitmap (.bmp), Portable Network
> Graphics (.png), Adobe Photoshop (.psd), JPEG File Interchange Format
> (.jpg), Truevision Targa (.tga), ZSoft Painbrush (.pcx)
> - Optimized fast 3D math and container template libraries.
> - Unicode support for easy localisation.
> - Dynamic lights [bolded]
> - Transparent objects [bolded]
>
> So, yes, I tried being exhaustive, but with a bit of marketing idea. But I
> don't think that the current list is as verbose than the examples above.
>
> Whatever, this list is made from my personal point of view and with my
> limited knowledge of CS, so feel free to add or remove what you want.
>
>
> > I suppose it's a matter of what you want to aim for: a truly exhaustive
> > list, or a "marketing" list?
> > For the latter, it's probably better to focus on features that are not
> > that mundane or expected (e.g. TGA, PNG, JPG ... image loading is
> > somewhat mundane; dynamic lighting is expected; the "Node-based system
> > for combination of shaders" is probably somewhat more unusual). Of
> > course, the "expected"/"mundane" feature set differs between people...
> > looking at what other engines advertise might give an idea about that.
> >
> > Some "features" seem to be more like implementation details (shader
> > caching, binary XML), so not sure to what extent they should be
> > mentioned at all.
> >
> > Having an exhaustive list may nevertheless be useful, if only as a
> > target for links in the kind of "see all rendering features".
> >
> > -f.r.
>
>
>
>
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