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Roadmap
This is an overview of what we're planning to work on, roughly prioritized.
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Complete basic editor features (inspector view, project view, console view, assets view etc): We need to have the editor skeleton that can help us to interact and compose scenes easily
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Introduce and complete support of multithreading: One crucial and foundational point of an engine is performance, having the support of multithreading is a must
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Introduce support of Entity Component System: We plan to use EnTT library to add behaviour to scene entities like transformation, scripting, collision detection etc..
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Introduce support of Scene management (loading, serializing, deserializing, scene camera, playing/pausing/resetting etc..): We need to save into a file the scene and its entities created and import/export it on fly
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Introduce Mesh loader from different file format types (obj, gltf, collada, fbx, etc) : We need to import/export 2D/3D objects created by an artist from 3D Studio Max, Blender etc...
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Introduce and complete Gizmo support for entities manipulation: We need a tool to interact with that are into a scene
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Improve and complete rendering pipeline (fully support of batching and instancing rendering): We need to have a performant rendering workflow that can support the rendering of 1M+ entities
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Introduce support of the physic engine: We need to support at least collision detection, deformation
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Introduce scripting support (with C#): We need to support a scripting behaviour that can be added to an entity in a scene and executed at runtime
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Introduce and complete support of lighting: We need to support scene lighting, refraction, shadow, reflection, point-based light, directional lighting
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Introduce and complete support of PBR, Geometry shading, Cubemap: We need to support physically based rendering, mesh explosion, mesh wireframing
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Introduce support of DirectX or Vulcan API for windows platform: We need to implement platform-specific graphic API in order to increase rendering performance
- August 2022: Finish Born baby milestone