I agree with this.

Also I would like a feature list with more small pictures and examples.
A bit like I made the 1.4 release page some time ago:

http://www.crystalspace3d.org/main/Release_1.4

Greetings,

On Tue, Mar 2, 2010 at 4:02 AM, Eric Sunshine <[email protected]>wrote:

> "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.
> >
> >
> >
> >
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-- 
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and CEL (http://cel.crystalspace3d.org)
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