Future development

Due to the extendible nature of Genesis I cant really see a point in time coming when I can say 'Genesis is now finished'. There will always be more tools to write for ever more specific tasks and as long as I have funding I will continue to work on Genesis. I do have a rough agenda for more important things which need to be done. In priority order these are;

  • Fix existing bugs.

  • Direct 3D driver. This is simply a matter of writing a new geometry engine to interface my Geometry API with Microsoft's Direct 3D API. With this done Genesis will support all of the fast new 3D accelerated graphics cards for blistering graphics performance.

  • More loaders/savers (3DS, DXF, maybe even for games formats eg. Doom WAD files).

  • Distort tool.

  • Performance analysis tool. This is more for debugging new engines. It will show in realtime during rendering where most of the time is spent in the render cycle.

  • Animation facilities. This will be implemented such that all existing tools can modify scene's or objects at a certain frame within an animation. A small 'runtime' part of Genesis can then be incorporated into other applications to replay the animation.

  • Higher level C++ class interface on top of Geometry API which will enable you to call tool type functions, eg. Object=Sphere(radius)-HoleObject; Object.Render(); This will subtract one object from another and render the result.

  • VRML Internet connector tool.

  • Fractal landscape tool.

  • Blend tool.

  • Text input window (where you can enter command eg. 'add sphere radius=10').

  • Genesis for Alpha, MIPS and Power machines under Windows NT.