DONE: - Implement idle orbit thing using the rotation in the level editor camera. (Cool transition effect?) - Level editor camera movement complete. TODO: - Level format (just a hash map?). Store a matrix so that we can rotate and maybe scale blocks. Scaling will cause problems with RDM, so figure that out. - Trile color textures. - Sun lighting and shadowmap for levels. - A ground plane with customizable material (ground or water or maybe a reflective floor. Think about what part of this should be done with triles and what with textures.) - Sky editor. - Level saving - Trile atlas saving? JSON? PLANNED: - Render distance, sky and fog? - Load RDMs. Load into the Trile_GFX structure? - Render RDMs. - Start working on game port for proof of concept. - Maybe port tacoma in as a part of the engine in plain Vulkan without nvpro. Would also allow for cool ability to render levels as path traced for screenshots and references. - Improve the bz4x format, or figure out a pre-existing format.