Drag[en]gine Game Engine  1.0
Todo List
Class deBaseModule
  • Change the get/set parameter value functions to work with the name of the parameter instead of the index
Class decCollisionBox
  • Implementing CylinderHitsBox
Class decCollisionCapsule
  • Implementing CylinderHitsCapsule
Class decCollisionFrustum
  • Implementing CylinderHitsFrustum
  • Implementing CapsuleHitsFrustum
  • Implementing TriangleHitsFrustum
  • Implementing FrustumHitsFrustum
Class decCollisionTriangle
  • Implementing CylinderHitsTriangle
  • Implementing TriangleHitsTriangle
Class decDCollisionBox
  • Implementing CylinderHitsBox
Class decDCollisionCapsule
  • Implementing CylinderHitsCapsule
Class decDCollisionFrustum
  • Implementing CylinderHitsFrustum
  • Implementing CapsuleHitsFrustum
  • Implementing TriangleHitsFrustum
  • Implementing FrustumHitsFrustum
Class decDCollisionTriangle
  • Implementing CylinderHitsTriangle
  • Implementing TriangleHitsTriangle
Class deComponent
  • Remove weighting system as it goes into graphic module
  • Remove face normals as the graphic module already calculates them separatly and physics uses anyways their collision models
  • Do doxy-documentation
Class deComponentBone
  • Remove weight matrix as the graphic module calculates it itself
Class decXmlParser
  • Add Schema support
  • Add Validation support for DTD and Schema
Class deForceField

using a 3d image as custom force field? like red=x-axis, green=y-axis and blue=z-axis?

Force fields can be set to be blocked by non-dynamic colliders? Force fields have no effect on objects along the force direction if a non-dynamic colliders is crossed? (bool pBlocked?)

Class deInputDevice
Add information about buttons/axies supporting force feedback.
Class deSky
  • Adding Sky-Box support
  • Adding support for dynamic images
  • Adding support for moving layers around
Member deVirtualFileSystem::SearchFilesMatching (dePathList &list, decPath &pattern) const
Add a version with a search interface for better handling large scale scanning.