I see Horde development as a layered approach. We have the core which contains all the basics like the resource and scene node interfaces and the rendering backend abstraction. The core should always remain manageable in its size. For additional features like terrain, ocean, vegetation, clouds, etc. extensions can be implemented that are linked directly against the core code and can hence use the internal classes. The next layer that we have is the utility or convenience layer which implements game-engine related functionality on top of the external Horde C-interface. Horde3DUtils is a basic implementation of that layer. Finally, we have all the tools around Horde like the Horde Editor and sample implementations of different shader based effects.
In all areas there are many things that can be contributed by the community, especially extensions and additional utility functionality to speed up the development of game engines based on Horde.
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