Texture atlases with smart caching and multi texturing shaders.
Porting to Debian 32 and Debian 64: no fillscreen support, mouse capture not implemented.
Chepersy rehauled from custom managed class implementation with a garbage collector to reference-counted classes based on IUnknown. Seems working.
Upgrading Chepersy to support 64 bits. Works but the saves are not yet compatible with the 32-bit version.
Porting to Win64: almost ready. It works but there are small incompatibilities in Chepersy to squash and some glitches in developer mode to debug.
Upgrading Chepersy to support fast cloning of a part of the game world (the zone surrounding the local player, necessary for multiplayer). Previous research scraped tue to rehauling Chepersy.
Physics: I am about to start...
Game world: had scrapped the basics due to feature cut on the principles of game world structure and lag compensation mechanics. Assessing how to begin from scratch.
The concept of interaction between render and physics: assessing various ideas considering it should workl reasonavbly well with physics layering and rolling back during lag compensation in multiplayer.
The mechanism of background tasks integrated with render and frame budget control: have a rough working draft, stumbled onto necessity to have completed the concept of interaction between render and physics. Postponed until there is a rough draft of the game world to test on.
Adding OpenGL ES support: postponed until completion of the basic engine functionality.
Creating server framework: postponed until completion of the basic engine functionality.
Creating SDL2 framework: postponed until completion of the basic engine functionality.
Porting to Raspberry Pi 2: stuck on the necessity to support OpenGL ES.