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Difference between revisions of "Development RoadMap"

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(3.0 (Next Major))
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==3.0 (Next Major)==
 
==3.0 (Next Major)==
 +
Using the 2.99 continuing branch, or the 2.6 branch with a lot of backports depending on codebase stability.
 +
 
* Consistent collisions on all world objects (treat them as meshes?).
 
* Consistent collisions on all world objects (treat them as meshes?).
 
* New Simulation
 
* New Simulation

Revision as of 19:49, 7 June 2011

Overview

This document discusses the general development road-map for Future BZFlag Releases.

Features

Individual features may move up or down the roadmap depending on how/when they get done. Entire releases may be pushed up the roadmap or merged depending on how development goes.

2.4.0 (Wake the dead)

2.4 will be the next release of BZFlag and is protocol incompatible with all previous versions. The development goals are listed here BZFlag 2.3

2.4.2 (What was once lost)

2.4.2 will be the first maintenance release of the 2.4.x compatibility line. Its primary function is to fix bugs found in the 2.4.0 release and to include non breaking items that were not ready during the initial release including:

  • BZFScron
  • Fastmap

2.4.4 (Making the stride)

  • New Death effects
  • HTTP Management plugins
  • Push Stats
  • Bug fixes
  • New Font System
  • New Server List
  • New Translations

2.4.x (Maintenance)

Continuing releases to fix critical bugs. New features should go into 2.6 at this point.

2.6 (Next Breaking Release)

This version may be rolled into the 3.0 release if that code base is still usable. If the code is extended from 2.4 it may have these features;

  • Lua
  • Acceleration changes
  • Flag Drop "Zone" feature

3.0 (Next Major)

Using the 2.99 continuing branch, or the 2.6 branch with a lot of backports depending on codebase stability.

  • Consistent collisions on all world objects (treat them as meshes?).
  • New Simulation
  • Shot Type/Flag Type split
  • Things added in V3 that were not back-ported.

3.2 (Modernization)

  • UI Cleanup
  • Lag compensation
  • New Group and user Management.
  • Threaded Networking
  • Threaded Simulation

3.4 (Server State)

  • Server Side Shots
  • Server Side Deaths