I've made more progress on WORLD today. I've decided to start adding a basic texture system now. There are two reasons for this. One, because the light mapping system has to rely on it and two, I've added a few primitive object tools which would obviously need object textures to be applied to them, once they've been created.
In later versions im going to expand on the texture system and maybe add a complete UV mapping system into the program.
As for the rest, I've fixed up a few new tools for the light mapper, added a toolbar buttons to the toolbar that was empty in V0.9 and added a few more little bits and pieces.
Heres some other features im hoping to add in the future (i.e. after V1.0 is released):
Full UV mapping support. Allow you to manipulate the UV Co-ordinates of an object easily.
A complete terrain system. The terrain engine I am thinking of would not be like other terrain systems you see around here. I was thinking of adding all the usual stuff, but the real difference would be the ability to create underground passages and caves through the terrain. I know it is possible through the use of memblocks, vertex manipulation and CSG so dont think I wont do it!
Physics system, giving users the option to select from ODE, Newton or Dark Physics. Users will also be able to test their worlds in WORLD, without having to export.
Sparky's collision code export support (suggested by Darth Vader)
Shader Support. Ablity to apply shaders to objects.
Script system. This is probably the hardest and most useful feature to implement, but I can do it. It means that advanced users could add new buttons, menus and other stuff to WORLD to fit the needs of their own game engine. By this I mean, they could personalize WORLD for their own game engine requirements. I still haven't decided yet if I should create my own script system, use XML or use LUA.
Sound System. Ability to select from the stock DBP sound system, Torrey's advanced audio plugin or the enhancement pack EAX sound system. I'll probably end up adding a few audio manipulation tools into the system as well.
Constructive Solid Geometry (CSG) system. This would allow users to combine, slice, subtract or join objects together. The advantage of this is that you would be able to optomize some parts of your world, for example, two buildings with two of their outside walls (not visible to the naked eye) against each other could have them removed to reduce the poly count, without reducing the visible quality of either of the buildings. Implementing this feature depends on how many people think it would be useful though.
particle system. The ability of being able to choose between the cloth & particles expansion or the orignial DBP systems would be available.