Tasks currently in progress:
- New animation system based on Kochanek-Bartels splined motion paths.
- Polymesh primitive.
- Moving guile code out of objects and into seperate files.
- Loading classes dynamically via plug-in system.
- Point and Object selection based on GL_SELECT buffer.
High(er) priority tasks (currently unaddressed):
- Better file format. Possibly
IFF based.
- Revamp skeletal system.
- Inverse kinematics for skeletal system.
- Bicubic patch export code.
- Better light and camera interfaces
(Add area lights, and gui controls)
- Add manipulator widgets like this.
- Interactive Object Rotation (use arcball algorithm?)
- Better group management. Grouping, ungrouping, and deleting from scene tree widget.
- Reimplement spline support (At one time, Extreme Wave could read sPatch files).
- More primitives!
- More import/export capabilities (everything under the sun).
- Start generating RPMs and DEBs.
- Move development to CVS
- Guile 1.4 Release - This would make RPMs and DEBs a lot easier.
Tasks that should be completed before 1.0 (Spring 2000?):
- Subclass of Fl_ToggleTree that has a visibility switch like
the Gimp's layer visibility switch.
- Maya import/export.
- Command line arguments / non-graphical batch mode a
la the Gimp.
- Support file includes, and be able to save changes back to
the correct files.
- More renderer options -- SART, bmrt, panorama, etc..
- NURBS support (possibly hnurbs?)
- a better texture / material / shader interface - it currently copies
povray's material model, which I don't think is the best, and is
certainly not raytracer independent..
- Default scene / scene wizard (for lights, ground plane, sky, etc..)
- GUI / Toolkit enhancements:
- More / better theme and style support in Fltk (2.0)
- A built in text editor to edit scripting language code
and dynamically replace and execute it. Built in debugging tools
and a robust crashproof system would make this impressive.
- Subclass Fl_Input to be interactive like readline -- command
completion, etc..
- Profile Extreme Wave's performance and tune it.
Blue Sky (ideas with no time frame -- things that might be cool
given infinite time or if someone else does it :-)
- CORBA -- Integration with other programs like the Gimp, emacs, etc
could be very cool. If one of the CORBA ORBs will support guile and
is cross platform enough to work on both Irix and Linux, I'd like to
chunk the guile binding in favor of a CORBA binding that would interface
to other languages.
- A 3d graph plotter -- raytaced bar graphs!? Perhaps some sort of
plugin that utilizes gnuplot to build the graph and then converts it
to an ewave file which can be rendered. Check out www.chartspro.com.
- A sort of calculator -- this would be easy to write in guile --
I think there are already some tutorials on doing it in Gtk.
If it were a really *good* calculator like
THX-1138,
and supported plotting, then it could plot into a 3d object.
oooh, aah. A simpler feature would be to add lots of vector
operations so that any vector field could call up the calculator
to edit it's value. Then if the user really wanted a vector
to be the dot product of another vector it would be a simple task.