Here you can find planned improvements. We are already working on them, you can also order a feature or make a donation to speed up the development. |
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Rendering
- DX12, Vulkan backend level. Ray tracing, mesh clustering, deeper mesh packing, full indirect lighting, full reflections.
- Indirect lighting: Right now you can use ambient occlusion (ASSAO) and screen-space indirect lighting in some cases.
- Reflection: Right now you can combine screen-space reflections with real-time reflection probe.
- Optimization: Better upscaler.
- Shadow transparency, colored shadows.
- Area lights.
- Order-independent transparency.
- Better GPU memory management, the editor can crash when out of memory. Auto unload GPU resources.
- Reversed depth to work better with z-fighting effect.
- Better vegetation material animation.
- Furs, hairs.
- Procedural clouds.
Store
- More payment gateways.
Big Worlds
- Scene streaming example, optimization fixes.
Tools and Components
- Sequence editor. Cinematic and video editing.
- Mesh painting tools.
- More 3D modeling tools.
- Human and creature generator. It can be third-party integration. How to make the integration.
- Vegetation generator: More features and realism.
- Road constructor: More features. Exits from the road, overpasses, bike paths.
- Traffic system: Auto moving vehicles, traffic lights functionality.
- Building constructor: Faster rendering at very far distances.
- Pathfinding: Dynamic obstacles, off mesh links.
Physics
- Flying vehicles.
- Ragdoll auto construction.
- Soft body.
- Character: Scaling support.
Networking
- Cloud services.
- More features for shooter framework.
Content Creation
- Physically-based path tracer.
Editor
- macOS support.
- Linux support.
NeoAxis as IDE
- More built-in C# editor features.
- Solution Explorer. Working with many csproj projects.
Platforms
- iOS.
- macOS.
- PlayStation.
- Web.
- VR/AR.
- Linux: rendering backend.
- Mobile: Better texture auto compression and caching.