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Destroyable engine changes
Unlike Cube 2, Tesseract's renderer can dynamically light scenes as they change, allowing for levels that change while being played upon and destroyable environments.
The intent of implementing such a mechanic would be to allow a diverse 3-class system where building and destroying pairs with combat. This diversity would allow the game to be much more reliant on cooperation for victory than more homogeneous games (no single player has enough tools to win a game on their own).
For Imprimis to be a fully destroyable engine, the following changes would be required:
- Removal of blendmapping
- Removal of non-binary cube manipulations (1/1, 1/2, 1/4, 1/8 slopes only)
- Removal of mutidimensional transformations on a single cube vertex
- Removal of non-subdividable geometry (superset of above two)
- Use of water/lava/glass only as full planes
- Removal of mapmodels from levels
- Destroyable lights and particle entities
- Removal of static waypointing system
The following would need to be realtime if they were to be retained:
- Environment mapping (almost certainly too slow to be possible realtime)
- Normal map linear interpolation
- Remipping
The following are realtime rendering features already provided in Tesseract:
- Lights
- Sunlight
- Global Illumination
- Ambient Occlusion
- Remipping
- Screenspace reflection (water only)