Forcing shaders on people: I have to “force” shaders on people. Please understand that they are a tool for making the graphics API do not just what I want, but also what I need in order to fulfill my mission. Shaders might imply super duper graphics features to the average gamer, but to me as a computer scientist they are just the highly versatile programmable part of a modern graphics pipeline. And in the new comtemporary programming models of OpenGL and DirectX, you are supposed to use (simple) shaders even to just get flat-shaded untextured polygons on screen. Disabling shaders usually means disabling all rendering nowadays.
Textures: Need them at later editor stages.
Collision detection: Don’t really need this for my editor, so let’s shove this into the late future.
Interactive editor-game hybrid: This is unfortunately not my goal. I am one person and this is my hobby project. Making a hybrid environment that allows playing and editing at the same time requires a completely different mission statement and, in most cases, a big team of developers.
Font/text display: Still on my todo list for when I can edit levels. Please don’t feel too constrained for now, as the font texture can be edited out of the box. I am making an editor, not a word processor or LaTeX clone, so spending a lot of time on a system or “script” to allow for selecting one font of many would be indicative of missing that point and derailing my own project.
Shader plugin system: At the moment, I know the shader languages GLSL for OpenGL, HLSL for DirectX and Cg by NVidia for both. I support GLSL for OpenGL because my technology uses OpenGL. Supporting Cg would be possible but is not planned. Supporting HLSL+DirectX is not planned.
Scripting system: This editor technology is very programmable. However, the focus of Microbrush is on manipulating the loads of static architecture, so even though I can think of how games with a simple non-realtime UI (like chess) could be built with my API, please don’t expect dedicated support for simulating objects in a game engine manner in a runtime/gameplay scenario.
Basically making a YOYO game maker clone: That is not my mission. I encourage everyone to program stuff on their own.