The existing roadmap is as follows: 2.1 - The multiplayer release (Xmas 2007)
* Fully working multiplayer between all three OSes, two endians and two bitsizes. * Disconnected clients can reconnect feature. * Campaign works. * Variable size connectors to make multiturret droids look ok. I think we need at least a 3 months beta period before every release, at which point the trunk must be branched off and feature-frozen. That means 2.1 needs to be feature complete between September/October. 2.2 - The tools and content release (June 2008) * Working and fully usable world editor and pie importers. * Upgraded tilesets and models. * New and upgraded maps. * A well defined, future-proof savegame format. * Improve path-finding. * Other stuff 2.3 - The campaign restoration release (Xmas 2008) * Replace missing FMVs with something else. * Allowing playing campaign as multiplayer. * Multiplayer save and load. * Other stuff Now that we are at xmas, and after having worked quite a bit on the renderer, I would suggest the following new roadmap, and minimum hardware requirements to go with it: 2.1 - The multiplayer release (January 2007) * Fully working multiplayer between all three OSes, two endians and two bitsizes. * All the other things that are already complete. Except multiturret droid feature is IMHO still too immature to ship in a stable version. Hardware requirement: Hardware accelerated OpenGL 1.1 2.2 - The tools and content release (June 2008) * Add or replace missing FMVs. * Disconnected clients can reconnect feature. * Working and fully usable world editor and pie editor. * A well defined, future-proof savegame format. * Additional multiplayer maps. * Multiturret droids and structures enabled. Hardware requirement: Hardware accelerated OpenGL 1.4 2.3 (or 3.1) - Campaign upgrade (Xmas 2008) * New campaign * Improve path-finding. * Upgraded tilesets and models. * Allowing playing a campaign as multiplayer. * Multiplayer save and load. Hardware requirement: Hardware accelerated OpenGL 1.5 (or 3.0) 3.0 - Render upgrade (when done, but after 2.2) * New shader based renderer using GLSL. Hardware requirement: Hardware accelerated OpenGL 2.0, and a minimum of 4 texture units that can use at least 2048x2048 textures. My explanation for the 3.0 item: I have tried many ways to make the current renderer use static data now, and I do not think it is worth the effort. Current development is going toward a progammable pipeline, and then you can do what Pumpkin did in 1999 on the CPU but on the GPU instead, without having to go through a turturous rewrite of the renderer. And better. I like this as a concept, too, since it allows us to follow the original Pumpkin engine model. - Per _______________________________________________ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev