Some of the technical ideas are:
- World model and dynamics (positions, velocities, collisions of the world's objects) full platform independent
- Fast world-model dynamics and collision detection using simplified object models (not the full mesh)
- Careful 3D rendering with OpenGL to enable full compatibility with extern stereo vision systems
- Anaglyph mode implementation using color masking in OpenGL
- Multiplayer capabilities using UDP
- Good behaviors for CPU-controlled hovers, they could adapt to other player's behavior
- The platform-dependent code must be minimum and isolated to improve portability
- Careful and clear memory and pointers management to avoid any running problem
- Objects data file in a xml format containing xgl data
- Map files in xml format