Tasks currently in progress:

  1. New animation system based on Kochanek-Bartels splined motion paths.
  2. Polymesh primitive.
  3. Moving guile code out of objects and into seperate files.
  4. Loading classes dynamically via plug-in system.
  5. Point and Object selection based on GL_SELECT buffer.

High(er) priority tasks (currently unaddressed):

  1. Better file format. Possibly IFF based.
  2. Revamp skeletal system.
  3. Inverse kinematics for skeletal system.
  4. Bicubic patch export code.
  5. Better light and camera interfaces (Add area lights, and gui controls)
  6. Add manipulator widgets like this.
  7. Interactive Object Rotation (use arcball algorithm?)
  8. Better group management. Grouping, ungrouping, and deleting from scene tree widget.
  9. Reimplement spline support (At one time, Extreme Wave could read sPatch files).
  10. More primitives!
  11. More import/export capabilities (everything under the sun).
  12. Start generating RPMs and DEBs.
  13. Move development to CVS
  14. Guile 1.4 Release - This would make RPMs and DEBs a lot easier.

Tasks that should be completed before 1.0 (Spring 2000?):

  1. Subclass of Fl_ToggleTree that has a visibility switch like the Gimp's layer visibility switch.
  2. Maya import/export.
  3. Command line arguments / non-graphical batch mode a la the Gimp.
  4. Support file includes, and be able to save changes back to the correct files.
  5. More renderer options -- SART, bmrt, panorama, etc..
  6. NURBS support (possibly hnurbs?)
  7. 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..
  8. Default scene / scene wizard (for lights, ground plane, sky, etc..)
  9. GUI / Toolkit enhancements:
  10. Profile Extreme Wave's performance and tune it.
  11. Blue Sky (ideas with no time frame -- things that might be cool given infinite time or if someone else does it :-)