Dealbreakers
Posted: Tue May 12, 2009 6:59 pm

Complimentary to the Roadmap Thread, a attempt to collect and prioritize "deal-breaking" shortcomings potentially causing developers to hold out on ZGE.
---
Top 10 Draft
01 : Raycast
02 : Z-Sorting
03 : Hierarchy
04 : Mesh Collision
05 : Animation
06 : Clone Access
07 : Priority
08 : Strings
09 : COLLADA
10 : Skin
---
3D / 2D / General
Description: Short description of the feature.
Dependencies: Missing "libraries" required for the feature.
Relevance: Elements to which the feature has relevance.
Script: When possible, explanation of a scripted solution.
Priority: Low - Medium - High - Critical
Alternative: Creative solution sidestepping the limitation.
Documentation: Hyperlinks to documentation on development of the feature.




---
Raycast Link
Description: Collection of ray-based intersection tests.
Dependencies: None
Relevance: Approximation, dynamic intersection checking, returning normals, etc.
Script:

Priority: Critical
Alternative: Interaction based on screen-projected coordinate conversions.

Rez © Sega 2001
Documentation: Real-Time Rendering
---
Mesh Collision
Description: Collection of triangle-based intersection tests.
Dependencies: Matrix
Relevance: Collisions in modern Platform-, Fighting-, Racing-, Shooting-Games, etc.
Script:

Priority: Critical
Alternative: Grid-, Spline-, AA-, and / or Primitive-based Collision only.

Fez © Polytron Corporation 2009
Documentation: Real-Time Rendering
---
Z-Sorting Link
Description: A process which sorts models and / or polygons in render order based on their depth.
Dependencies: Matrix
Relevance: Prevents unwanted buffer-overrides for transparant render operations.
Script:

Priority: Critical
Alternative: Diffuse- and / or Wireframe-only art style.

Noby Noby Boy © Namco Bandai 2009
Documentation: Steve Baker
---
Culling Link
Description: Technique determining whether a render operation will be visible.
Dependencies: None
Relevance: Can be a significant performance boost for most games.
Script:

Priority: Low
Alternative: Full playfield in view at all times.

Wetrix © Ocean Software 1998
Documentation: Tomas Möller and Eric Haines
---
Skin
Description: Mesh transformation method supporting multiple "effectors" per vertex.
Dependencies: Matrix + Hierarchy
Relevance: Animate-able human / organic meshes.
Script:

Priority: High
Alternative: Individual mesh per transformable body-part.

Virtua Fighter 2 © Sega 1994
---
Animation
Description: Collection of FCurves representing Object translations.
Dependencies: FCurve + Matrix + Hierarchy
Relevance: Character animation, RTM's, motion sequences, etc.
Script:

Priority: High
Alternative: Procedurally generated animations.

Spore © Maxis 2008
---
Hierarchy
Description: Parent-Child relations between Object's transformations.
Dependencies: Matrix
Relevance: Bone structures, move-able parts, vehicles etc.
Script:

Priority: Critical
Alternative: Single-body entities only.

Trash Panic © Sony 2009
---
COLLADA
Description: XML based 3D file-format.
Dependencies: FCurve + IK + Skin + Morph
Relevance: Importing hierarchy-, animation-, skin-data, etc.
Script:

Priority: High
---
Clone Access
Description: Accessibility to properties of Cloned Models.
Dependencies: None
Relevance: Interaction between clones.
Script:

Priority: Medium
---
Priority
Description: Property determining the order in which Components are executed.
Dependencies: None
Relevance: Multi-step communication between clones.
Script:

Priority: Medium
---
Strings
Description: A sequence of symbols or digits.
Dependencies: None
Relevance: Text that does not consist of small digits only.
Script:

Priority: Medium
Alternative: Morse code, braille or sound only.
---
Proportional Fonts
Description: Per-letter attribute determining the width of a character.
Dependencies: None
Relevance: All non-monospaced fonts.
Script:

Priority: Low
Alternative: Monospaced fonts.

Shining Force © Sega 1992
---
Suggestions and / or comments to the structure of this list, critical features you want to see added / removed, and the priority / ratings of the listed features are more then welcome.
For any discussion on development of features, please revert to their individual threads.