=============================================================================== Goals for K3D http://www.inside3d.com/k3d/ Copyright 1999 Kilbert kilbert@inside3d.com =============================================================================== My goals for K3D(the engine) are to either meet or rise above Q3A's engine in graphics, speed, effects, etc. Another goal for me is to make this engine as portable and modular as I can. I am going to support Linux and Windows myself, and possibly other platforms if I get some assistance once I get the interfaces up and defined. My current projection is that the OpenGL standard will be the native rendering library I am going to use. That will allow portability among Linux, Windows, and maybe the Mac. My goal for modularity will obtained by creating a mini-OS that will load up a game shared library that starts the game. The mini-OS will load all the drivers for sound, graphics, and network too. It'll also have a console like Quake's to set vars and load/unload libs. As for the data files, images will be some type of standard image format, sounds will most likely be WAVs, archives will be either PAK, ZIP, or gzipped TAR archive. Transparent loading from archives or drives will be transparent and should act the same. Map and model formats haven't been decided upon. I did put together an untested model format, but I don't think it has all the features I now desire. The network protocol will be client-server. The client will handle some effects and the server will run the game. I'm going to take the Q3A approach of using parametric equations and stuff to represent doors and a few other things too. As you can tell I haven't solidified a whole lot of the features. I'm looking into various ways of representing levels, models, and the like.