1. Change level-zone to the world-level-zone format and expand it to an infinite space.
2. Create, load, and save scenario formats
3. The core modules of the multi-threaded system are completed, entitysystem, and inter-module communication is completed.
4. The system is complete. You can run and test the game in the editor.
5. The physical engine supports Havok and the editor has built-in physical attribute editing.
6. Modify the existing terrain System
7. Modify existing Scenario Management and support multiple octotree (one level and one scenario tree)
8. For iPhone platform optimization, export scenarios, and optimize model files
9. There are a lot of improvements .....
It is expected that at the beginning of September, the world craft editor and the overall framework at the bottom of the engine will be determined and can basically be used. Before September, I will try to make a good version :)