Official Roadmap

From C4 Engine Wiki

Jump to: navigation, search

This is the official roadmap for the future development of the C4 Engine. Please note that everything on this page is tentative and subject to change at any time depending on our needs and the needs of the C4 community. Also, the unpredictable nature of complex software development does not enable us to estimate when any new version will be released. We take our time to do things right instead of rushing to get a new version out the door by a specific date. We can, however, provide an estimation of what percentage complete each version is, and this is indicated by green status bars below. Please do not ask for timelines or release dates because we can't give you anything that would be meaningful.

Version 2.8

Tentative feature list for version 2.8:

  • Phase 1 of a new visibility graph system.
  • Paint spaces for position-based material blending.
  • Soft particles and depth-based effects.
  • Several new World Editor improvements.
  • Updated portal sound flow system.
  • Physics improvements.

Current Work

Other things that we are currently working on:

  • C4 for the iOS platform.
  • New underwater rendering capabilities.
  • Phase 2 of our new multi-zone visibility graph system.
  • Lots of World Editor improvements.
  • Background resource loading and streaming worlds.
  • More ambient occlusion features.

Near Future Work

Things we are planning to work on in the near future, in no particular order:

  • Custom light shaders, independent of existing material shaders.
  • Custom atmosphere shaders (for fog effects, etc.)
  • Custom post-processing shaders.
  • Run-time terrain modification / destruction.
  • Foliage painting tools (grass, bushes, rocks, etc., mixed at specified densities and randomly placing on terrain under brush).
  • Multi-monitor, split-screen, and stereo rendering support.
  • Morph target (blend shape) support.
  • High-dynamic range (HDR) rendering.
  • Particle system editor.
Personal tools