CEL:
- AI - A possible project would be to work on artificial intelligence property classes for semi-intelligent behaviour of NPC's.
- Implements AI planning for multi-agent NPCs ? -dukez
- Path finding - We need good support for path finding for creatures. There is already an old path finding property class but it is outdated and needs to be rewritten from scratch.
- A tool that is able to generate navigation points for a given map would be very cool. -dukez
- Networking - Through raknet add networking support to CEL.
Ideally imo this would have some kind of base Crystal Space plugin (either in an external repository or trunk/ - like the physics plugin)(IYO - CS has no place for a networking plugin. Physics have signinificant "added value" as they bind to meshes etc. A network plugin that's just a thin wrapper around some 3rd party lib isn't that worthwhile. -res) and then the CEL property classes. The reasoning being that no libraries directly currently bind in CEL and that any project using just Crystal Space might also need networking.
Other:
- Shader cache - mechanism to store precompiled (when applicable, anyway) shaders on disk to reduce the overhead of parsing + loading shaders.
- Render manager improvements [moved from main SoC ideas because of unspecificness - res].
- Shader library - Create a set (library) of shaders for the new RM which can be used by any project using CS. 'Combinations' of shaders is ideal, so if you have a shader which does parallax mapping and another which does specular mapping, have one which can do both. Ideas for shaders can be; bump/normal/parallax/specular/glow maps, realistic water (maybe have one for rivers, one for large bodies of water), cloth, clouds, dust.[moved from main SoC ideas because: the combinations are likely to "fall out" of normal development/writing shaders + snippets with weavers anyway. The "effects" seems like things which are not purely doable with shaders and thus are under a misleading heading - res].
