ET-XreaL id Tech 3 Features:
* Modern OpenGL 3.2 renderer with all deprecated OpenGL calls removed
* Clever usage of vertex buffer objects (VBO) to speed up rendering of everything
* Avoids geometry processing each frame using the CPU (worst bottleneck with the Q3A engine)
* Renders up to 500 000 - 1 000 000 polygons at 80 - 200 fps on current hardware (DX10 generation)
* Optional GPU occlusion culling (improved Coherent Hierarchy Culling) useful for rendering large city scenes
* Doom 3 .MD5mesh/.MD5anim skeletal model and animation support
* Unreal Actor X .PSK/.PSA skeletal model and animation support
* True 64 bit HDR lighting with adaptive tone mapping
* Advanced projective and omni-directional soft shadow mapping methods like EVSM
* Real-time sun lights with parallel-split shadow maps
* Optional deferred shading
* Relief mapping that can be enabled by materials
* Optional uniform lighting and shadowing model like in Doom 3 including globe mapping
* Supports almost all Quake 3, Enemy Territory and Doom 3 material shader keywords
* TGA, PNG, JPG and DDS format support for textures
* Usage of frame buffer objects (FBO) to perform offscreen rendering effects
* Improved TrueType font support that does not require external tools
* Linux 64-bit support
* Linux sound backend using SDL
* .avi recorder from ioquake3 including sound support
* Optimized collision detection routines
* Support for Omni-bot
ET-XMap BSP Compiler Features:
* Based on q3map2 by Randy 'ydnar' Reddig including additional fixes by the NetRadiant edition
* Supports Doom 3 and Quake 4 .map formats
* Built-in mini BSP viewer using -draw
Future Plan:
* Add a Creative Commons BY-SA high resolution texture replacement pack including new material definitions to support diffuse, normal and specular textures
* Create improved versions of existing maps with an etx_ prefix like:
etx_beach
etx_battery
etx_fueldump
...
* Add fake per pixel lighting to allow bump mapping if ETXreaL runs a map that has no deluxemaps
* Improve ETXMap ET .map -> Doom 3 .map format conversion routine to handle spawnflags -> boolean type conversions
* Improve ETXMap compiler for better support of extracting models from .bsp files for further editing in Blender or other 3D tools
* Finish Doom 3 style DarkRadiant entity definitions file etmain/def/entities.def to have full support for all ET entity types
* Add Blender tools to make it easier to replace the existing models
* Optimize ET decal system with VBOs
* Add Bullet physics engine (maybe)