Home › Forums › General Questions › Roadmap For The Near Term
- This topic has 7 replies, 4 voices, and was last updated 1 year ago by NaxosCG.
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2017-11-08 at 3:03 pm #290Will WelkerCustomer
Maybe if you get time, you could post a basic plan of features you are working to add or improve. I’m sure many of us are excited to know!
I will work on a post that highlights some of the existing features that are already working.2017-11-09 at 8:53 am #328Yuri KovelenovStaffHi Will, this is a good question.
From the list of what is planned for the first release it looks that we are already in place. But this is a very non-detailed plan of course.
The following is approximate TODOs and priority features for the next couple of weeks:- fix the issues reported by the beta testing participants
- prepare a new demo to showcase PBR and animation
- implement copying of the player template and engine js files each time a new app is created – now everything is linked from the same place
- fix some issues with animation and skinning which are still present
- fix UI issues in Puzzles such as issue with the dropdown menu with many items
- add more logic blocks to the editor
- implement environment lighting settings
- implement image lighting for PBR
- optimize glTF export
Perhaps more tasks will arise but anyway, we plan to do the first public release by the end of this month.
2017-11-09 at 2:43 pm #335Will WelkerCustomerOkay, cool. This looks good.
2017-12-20 at 7:10 am #1376mcolinpCustomerIt would seem to me that Environment Maps (HDR) for reflections as well as Lighting; should be a top priority. There’s not much people can create that will impress without that.
Also; consider doing some documentation in regards to using HDR’s; as well as a simple list of supported nodes. (Both Cycles & Verge 3D.) It seems like the “Verge PBR Node” & “Fresnel” are the only supported nodes at this time.
I’m all excited to start building PBR materials; but it seems that my efforts are a bit premature.
2017-12-20 at 11:59 pm #1393mcolinpCustomerAnother aspect of using HDR images in blender; is that there doesn’t seem to be a way to make object appear as if they are actually resting in the scene. They are always “floating”. There are some hacks that work with compositing for Cycles renders; but this doesn’t work or help for interactive scenes.
In other software I have used there are “height” adjustments that can be made to the HDR relationship to the scene. This may be partly a Blender issue; but perhaps you can put some pressure on them as a needed feature.
2023-12-10 at 10:00 am #69064NaxosCGCustomerAbout roadmaps, you could use Trello or some to let us know what’s going on soon ?
"1+1=3... for large values of 1"
2023-12-11 at 6:44 am #69072Yuri KovelenovStaff2023-12-11 at 10:29 am #69080NaxosCGCustomerOk, the idea is mostly to delay some of our puzzles dev. in case of new usefull features are coming soon.
BTW, again thank you for this tool, it lets us (CG artists) “code” interactive stuff.
"1+1=3... for large values of 1"
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