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[Nel] A bit of news
From: |
Daniel Miller |
Subject: |
[Nel] A bit of news |
Date: |
Fri, 15 Jun 2001 17:56:21 +0200 |
For anyone
who's interested, here's a brief view of what we're up to at
Nevrax.
Regards to
all,
Daniel.
================================================
NeL Development Team
Summer/ Autumn 2001 Roadmap
================================================
Summer 2001:
============
The teams are working hard
on the technology code required for an important internal milestone, for the
Massively Multiuser Universe in development, for next September. The features listed under 'Coming Soon'
(below) are on the todo list for the internal milestone and will become
available through the summer.
During this period much of
the code is being developed under Windows 2000 (predominantly AI and 3D) and is
liable to be committed to CVS without GNU/ Linux testing.
Linux patches/ bug fixes
will be readily accepted.
Autumn 2001:
============
Once the internal milestone
is behind us, the internal pressure on the NeL development teams will be reduced
and we will open up discussion about further direction, specification
improvemens and so on.
Snowballs:
==========
Snowballs is going to be
re-written over the next few weeks to reflect the advancements and changes of
direction in the NeL library since January.
There'll be postings as
development progresses.
We intend to release a
binary once the new code has been put together.
Net:
====
Done so far:
------------
- Layer 0 (Data transfer
layer) implementation
- Layer 1 (Data block
management layer) implementation
- Layer 2 (Serialised data
management layer) implementation
- Layer 3 (Message
management layer) implementation & examples
- Layer 4 (Inter-Service
message addressing layer) implementation & examples
- The 'Service' Framework
implementation & examples
- System services (Naming
Service, Time Service, Log Service) implementaion, API &
examples
- Login system (Stand alone
program, client API) implementation & samples
In
development:
---------------
- Shard Administration
system (Admin Service, Admin Executor, Admin Client) implementation
- Improved debugging tools
for services in a shard
Coming Soon:
------------
- Backup
Service
- Account manager (stand
alone)
On the list for
later:
----------------------
- Robustness testing and
improvement (robustness to common attacks)
- System stress testing and
stressed performance improvement
- Profiling and
optimisation
- Tuning of GNU/ Linux for
NeL shard servers
3D:
===
Done:
-----
- A basic sub set of the
materials (missing bump mapping, etc)
- Scenery rendering -
Outdoors implemented with exception of geometric noise and water
- Scenery rendering -
Indoors with exception of light maps and portal based culling
- Character and object
animation and rendering with exception of IK
- 3DSMax Plugins and
exporters for generating the data for the above systems
In
development:
---------------
- Light maps for indoor
scenes
- A particle and effects
engine
Coming Soon:
------------
- Further
materials
- Multi resolution mesh
support
- Adaptive level of detail
management system
- Support for
super-simplified meshes in the distance
- Geometric noise in the
landscape
- The first version of the
audio engine (low spec)
- Portal based object
culling for indoor scenes
Coming Later:
-------------
- Water
- Real time shadows (cast
be characters and objects)
- Blend shapes (also called
morphing) - for things like facial animation
- Further material types
(bump maps, etc)
- Inverse kinematics (a
very limited, simple and CPU unintensive model)
- Dynamic
lighting
- A higher spec audio
engine
On the list for
later:
----------------------
- Optimisation
- Optimisation for
NVidiaNV20 and similar cards (vertex shaders, etc)
- Better model for
generating low-detail MRM meshes
PACS (Pathfinding And
Collision System):
========================================
In develoment:
--------------
- System for generating
collision and path finding information from outdoor scenery
- Path finding
system
- Object/ Object collision
system
- Object/ Landscape
collision system
- System for adapting
character and object positions to landscape tesselation
Coming soon:
------------
- System for generating
collision and path finding information for indoor scenery
AI:
===
Done:
-----
- Distributed autonomous
agent framework infrastructure
- Run time agent definition
scripting system
- Tool set for creation of
hard-coded agents
- Finite state automaton
plugin for agent framework
- 'Operator' based action
planning plugin for the agent framework
In Development:
---------------
- Agent memory
- 'Classifier' based
learning plugin for teh agent framework
- Priority and contribution
management in operators
Misc:
=====
Done so far:
------------
- A huge number of
miscelaneous and highly handy typedefs, macros, classes, constants and functions
that everybody at Nevrax swears by.
Further
development:
- Development of the 'misc'
library is chaotic - as little bits of functionality are written to left or
right they tend to be added.
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