I’m in the process of bringing everything together for Beta 2 now. This is the largest update yet and will be the final test version before 1.0. Following is a roadmap of Beta 2 with a few details on each item. Some of this is a recap of previous posts.
Daggerfall Modelling is now a Visual Studio 2010/.NET4/XNA4 project targeting the “HiDef” profile and Shader Model 3.0. I realise this will exclude some users with very old or integrated GPUs, however most cards from 2008 onwards should support this without any problems. This has been done in line with the new engine which is using some SM3.0 features like MRT and VTF.
This is the game engine I’m developing for Ruins of Hill Deep. The reason this is part of the Daggerfall Modelling roadmap is that I will be using the same engine for both projects. Deep Engine is replacing ”XNA Library” as the renderer for Daggerfall Modelling. The main benefit for me is that any work on this engine progresses both projects. This engine is designed around a world/entity/component pattern, deferred shading, primitive rendering, and has a fully integrated physics engine. There are many more features to come as development continues.
You will be capable of exploring maps on foot with full player physics. This is delivered using the physics middleware in Deep Engine, not the simplistic camera physics I previewed earlier.
Full Day/Night Support
Change the time of day along with the direction and brightness of sunlight. Night-time cities and dungeons are now lit by atmospheric flickering lights.
You will finally be able to enter buildings in exterior locations and export their models.
The thumbnails view is getting a nice update. Identical models are collapsed by default into a “folder” thumbnail. This will help reduce clutter when browsing thumbnails and better display model “families”. The thumbnail view is also getting a scrollbar for faster navigation.
You will be able to cycle through models similar to Daggerfall Explorer, using increments to either model index or model id. It will also be possible to use the free camera to explore models.
The top-down camera will be more useful, with cutaway when zooming and improved camera sensitivity.
You will finally be able to export a full city/dungeon/block/interior to a single Collada file.
Dungeons will display the correct textures based on region. You can optionally render monsters and treasure piles in place of the default “editor flats”.
Flat NPCs/animals/lights/etc/ with idle animations will now play, bringing a little life to the scenes.
Contains several bug fixes, including a fix to the nasty texture alignment bug that crept into Beta 1.