This would probably never get done unless i did it myself. But this is my feature wish list:
Deferred shading pipline
requers the engine itself
requres editor for said shaders
Some thing like this:
polyphobia.de/public/tutorials/T … shader.jpg
… the features that this should have could easily fill another post. I would write it up later.
discourse.panda3d.org/viewtopic … 2722#42722
robust and fast system to place them around either statically or dynamically.
gamedev.net/community/forums … _id=543409
Volumetric Billboards is currently the leading tech but its tightly coupled with forward or deferred shading that you do.
Very fast and temporary quick collision quarry for Ai stuff:
some thing like this:
# on button press if collide(Sphere(tree.nodepath,radius=2),Ray(me.nodepath): print "me is looking at tree"
Obviously collision done every frame should be done like it is now but some times you just want to do a quick test when users presses the fire button. Always having a hit ray sticking out is inefficient and so is crating collision testers a new every time.
High precession math
(as a feature not default).
NodePaths that have operate in 64 bit doubles larger. Maybe nongnu.org/hpalib/ (128 bit reals) ? Obviously graphics hardware cannot support that so after the computations are done turn them in 32 bit floats.
Example space ship (camera) is at 100000000000000000.00 and it sees a rock at 100000000000000002.33 all the GPU needs to know is that space ship is at 0 and rock is at 2.33 well inside float32 range while the maths are done in higher precession. It could be just a logical scene graph tied to standard panda3d scene graph that hides nodes out of float32 range.
A lot like High precession math but math primitives that use integers or fixnums for their computation. Such as Vec, Matrix, Quat etc…
Game swf integration
Play flash files as textures or as your UI screen. Art people love flash files because they can do so much cool stuff with them and they already know the flash editor.
Shader based particle system.
Particle system that uses sharers to do second to second computations.
Ability to move different nodes around, reparent, recolor and retexture. Maybe even create models from scratch. Not very complex just Notepad of 3d editors like Anim8or or Scetchup and to fix up or tweak models quickly or do some egg specific stuff. (maybe moot if we switch 100% to collada)
Ray tracing engine
Sort of like tinyGL but uses one of the open ray tracers to draw panda3d scenes in software. Possobly running its own “shader programs.”
Organize python api into how panda3d is organized internally or some thing a little better.
Example: panda3d.audio panda3d.audio.traits panda3d.chan panda3d.char panda3d.collide .... and python stuff just like C++ stuff panda3d.actor panda3d.autorestart panda3d.cluster panda3d.configfiles panda3d.controls panda3d.dc.parse panda3d.dc.parser panda3d.deadrec ....