Rendering Engine - is now capable of handling multiple objects with multiple animated parts. Boost lock-free queue is used for concurrency and the frame rate is fixed to 60 FPS using Chrono library and system clock. Frame-based animations are supported using a custom script to load the animation into the game, soon I will be adding additional support for skeletal animations. Dynamic lighting, shadows, weather, procedural terrain generator - all are in upcoming sequence. The rendering engine is undergoing ruggedness testing - so as to move on to the next phase in developing the network engine.
Basic Working - all the input on an object is sent over to the server, the server will calculate the collision and physics involved and the end result with the animations, position etc… are send back to the client. client take these information and render the output on the screen. (little tweaking to reduce network overhead like predictions and auto synchronisation will be done in the future versions).