"Less is more." At least for the new user visiting the CS site with the 
idea of evaluating the project, it probably would be wise not to 
overwhelm. For this first glance, better for the list to be short, 
direct, and simply worded.

When the visitor is ready to learn more, the hierarchical arrangement of 
features comes into play: There should be some way for the reader to 
drill-down into features of interest, whether via "accordion" sections, 
detail pages, etc.

-- ES


On 2/26/2010 2:08 PM, Christian Van Brussel 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.
>
>
>
> ------------------------------------------------------------------------------
> Download Intel® Parallel Studio Eval
> Try the new software tools for yourself. Speed compiling, find bugs
> proactively, and fine-tune applications for parallel performance.
> See why Intel Parallel Studio got high marks during beta.
> http://p.sf.net/sfu/intel-sw-dev
> _______________________________________________
> Crystal-main mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/crystal-main
> Unsubscribe: 
> mailto:[email protected]?subject=unsubscribe
>

------------------------------------------------------------------------------
Download Intel® Parallel Studio Eval
Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
http://p.sf.net/sfu/intel-sw-dev
_______________________________________________
Crystal-main mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/crystal-main
Unsubscribe: 
mailto:[email protected]?subject=unsubscribe

Reply via email to