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- = Ideas List
- :author:
- :revnumber:
- :revdate: 2016/03/17 20:48
- :keywords: gsoc
- :relfileprefix: ../
- :imagesdir: ..
- ifdef::env-github,env-browser[:outfilesuffix: .adoc]
- Below is listed every idea for a prospective jME student project during GSoC.
- +
- Got a suggestion? Please discuss it in the link:http://www.jmonkeyengine.com/forum/[forum].
- +
- [quote]
- ____
- If the forum won't suffice we can always be reached at mailto:contact@jmonkeyengine.com[]
- ____
- == Worth noting
- *Difficulty setting pending:* The developers have yet to estimate difficulty and scope for each of the suggested projects.
- +
- *GDE-appropriate:* Many of the suggestions below would be most suitable as an extension to our WIP 'link:http://www.jmonkeyengine.com/forum/index.php?board=33.0[Game Development Environment]', but won't be identified as such until further evaluation. Doing so keeps the jME 3.0 core clean and lean.
- === Finish/extend sound engine
- jME's sound engine is almost complete, but lacks more extensive testing and has room for improvements.
- === New terrain system
- One of the most sought after features for jME is a complete terrain system, topped off with a user-friendly visual editor. → link:http://jmonkeyengine.com/wiki/doku.php/terrain_systems[Terrain Systems]
- === Basic AI system
- Basic path-finding, primitive bot behavior…
- === Game frameworks
- A great way of adding to jME3's accessibility. A 'game framework' would be a bare-bones implementation of a genre-specific, clearly defined type of gameplay, like a link:http://en.wikipedia.org/wiki/First-person_shooter[First-person_shooter].
- === Extended builders for particle effects
- === Cinematics
- A system that eases the job of handling all the different kinds of camera-, recording and playback work involved for making a cinematic in any type of game. Additionally, the use of pre-rendered and edited footage in-game (either in 3D space or contained in cut scenes)
- === Game Development Environment: Editors
- Editors for the gde could become a way to avoid bloating the core engine. More specialized tools like cinematics creation and terrain editing might be best suited as an extension to the jME3 Game Development Environment.
- === Post process effect
- Add a new post process effect to jME, follow the way the HDRProcessor and BasicShadowProcessor were designed. Some examples of post process effects:
- * Motion Blur
- * Depth of Field
- * Parallel-Split Shadow Maps
- * More advanced shadow filtering (VSM, Jittered)
- * Bloom
- === jME Importer
- Create a new importer for jME, it should be a popular format for most effectiveness. Some examples:
- * 3DS
- * OBJ - MTL (material) file import. Should be able to support normal and specular maps!
- * Collada (advanced)
- === Scene editor
- Create a scene editor, with model importing, moving around models, editing particles and applying materials, etc.
- If you want something simpler than the above, you can just write a particle editor
- === Game state system: AppState
- Create a game state system, similar to jME2's StandardGame and GameState. Please call it AppState though.
- === Improved multithreading support
- (advanced)
- === Deferred rendering
- (advanced)
- === Hardware skinning
- === A jME Game
- Create a game using jME. Doesn't have to be advanced or graphically intense, something like pacman in 3D for example for geeneral optimization of the engine and many community resources.
- === Android Interface
- E.g. Create “virtual arrow keys and other buttons on the screen, for those phones without keyboard but only touchscreen.
- === Android Multitouch support
- (Android 2.1 only?)
- === Android Trackball support
- === General core Android optimizations
- === Evaluation: Game Asset Pipeline
- * Evaluate various model converters and creators, audio tools, 3-D and 2-D graphic tools (free and paid).
- * Write an example make script that regenerates the artwork everytime the designer made changes, and copies the files to the developer's directory.
- * Collect the best practices (pros/cons/limitations of tools and approaches) in a comparison table.
- === Evaluation: Deployment Options
- * Applet, Webstart, OneJAR, …
- * Free vs commercial executable creators for all supported operating systems…
- * Icons, auto-updaters, and installers, for all supported operating systems…
- * Write an ant target that generates:
- ** zipped release-ready desktop executables for all operating systems…
- ** Webstartable or Applet-ready JARs…
- * Collect the best practices (pros/cons/limitations) in a comparison table.
- === jME on the iPhone
- XMLVM is a project that let's you convert .class-files (and .net-clr files) into xml-files. This xml-files then
- can be translated into different targets and also objective c. They already implemented an compatibilty layer you can write your android-application against and create iphone objective c-sourcecode including makefiles out of it. (It seems that) all you have to do is to run the makefile on a MAC. Kev Glass implemented the opengl-translation and one nehe-lesson is included as example.
- Here some links:
- link:http://www.xmlvm.org/overview/[http://www.xmlvm.org/overview/]
- link:http://www.xmlvm.org/iphone/[http://www.xmlvm.org/iphone/]
- link:http://www.cokeandcode.com/aboidblog[http://www.cokeandcode.com/aboidblog]
- opengl-compatlib (in sourcefolder src/xmlvm2objc/compat-lib/java ):
- org..xmlvm.iphone.gl
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