Drag[en]gine Game Engine  1.21
Todo List
Class deCamera
Add option to define render mode:
  • ermPerspective: Regular perspective rendering (default)
  • ermOrthogonal: Orthogonal rendering. fov and fov ratio are used to define the render size. or add new parameters
  • ermOmniDirection: Render 360 view. output is a cube-map. for dynamic skins no addiotnal work has to be done. for canvas render world the canvas has to have a depth of 6. if the depth 1 one the output is converted into a single image mercartor map. this is though not the default use case. => another option is outputing an equirectangular image. this works well with various texture properties and especially works well with canvas systems since it is an image with depth 1 as most other images are
Class deComponentBone
  • Remove weight matrix as the graphic module calculates it itself
Class deForceField

using a 3d image as custom force field? like red=x-axis, green=y-axis and blue=z-axis?

Force fields can be set to be blocked by non-dynamic colliders? Force fields have no effect on objects along the force direction if a non-dynamic colliders is crossed? (bool pBlocked?)