- It has no shadows.
- It has a slow culling algorithm.
- There is no animation support for 3D models.
I'm going to focus on a new idea I've had, which will let me create morphable, bouncy sprites. The inspiration comes from Gish, and the wobbly windows I've been throwing around the screen in Compiz/XGL.
If I map a texture onto a grid, instead of a single quad, I will be able to morph the texture by morphing the vertexes of the grid. Simple huh? I could morph the grid vertexes by interpolation between key frames, or by algorithm (think of a sine wave ripple effect).
I could even tie the vertexes together using verlet integration and a constraint solver, which would let me create bouncy, rubbery sprites which can morph in response to collisions. This requires getting my head around some new (to me) mathematics, which will take some time.