We have a ton of TODOs if you're interested in helping the engine development! Thank you!:)
If you'd like to help in the development of our engine, here are some proposed tasks:
If you use our tools to create or browse your 3D worlds, you can:
Show off your works on our forum, in any way you like (screenshot, link to model, youtube video etc.). If you use some of our engine special VRML/X3D extensions or rendering features, you are strongly encouraged to do so (Michalis loves to see how his work is useful for others :) ! But also post about "normal" 3D models that simply look nice in our view3dscene or such.
Contribute models to our demo models.
Look into improving our documentation. Our scene graph (X3D) documentation is large, and wants to be larger. Contributions describing how something works, or how to do something practical, are welcome.
You can add your contributions directly to our wiki. (Once we'll get some user content in our wiki, we'll think how to make it more visible.)
Test the nightly builds of our binaries. These are build automatically every night using current SVN code. You can test them and catch eventual bugs before the release. This way you can also preview new features before they are released.
Use our engine to make your next game, of course! :) And make it great :)
Contribute to our wiki useful tips or tutorials about using our engine.
Contribute code! Remove a bug, add a feature! (Not the other way around:)
Code changes are best submitted as pull requests on GitHub. Pull requests are really easy for you to create (fork our repository, commit stuff to your fork, then create a pull request by clicking on GitHub), and for me to apply.
If you prefer to do things the traditional way, you can also just create a patch file (versus recent GIT or SVN state) and create a new issue with the patch file attached.
If you're looking for a feature to implement, take a look at our planned features.
I think that success of our engine is tightly coupled with the quality of Blender X3D exporter. Of course, you can use anything to generate VRML/X3D for use with our engine. But if you make FOSS game, you have probably already chosen Blender as your main 3D modeller.
Blender is really fantastic. But the current exporter from Blender to X3D lacks some important features. For starters, there isn't any way to export animation to X3D. At least exporting animation of transformations (translation, rotation, scale of objects) would already be very useful. Exporting mesh deformation (from shape keys, or derived from bone animation) would be great. There are also various other small lacks. Many features of VRML/X3D and our engine are not used intensively enough, because there isn't any way to express them and export from Blender.
Preferably, changes should be reported and applied to the Blender sources. But, eventually, we can also host our custom X3D exporter.
See also our Blender exporting notes.
Please package view3dscene for your favourite Linux distribution :) It's a great and stable VRML/X3D browser (and viewer for other 3D models, like Collada and 3DS). Some facts in favor of view3dscene, important for package maintainers: