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Roadmap

Jean Philippe edited this page Nov 30, 2021 · 5 revisions

ZEngine Roadmap

This is an overview of what we're planning to work on, roughly prioritized.

  • 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

  • Introduce and complete support of multithreading: One crucial and foundational point of an engine is performance, having the support of multithreading is a must

  • Introduce support of Entity Component System: We plan to use EnTT library to add behaviour to scene entities like transformation, scripting, collision detection etc..

  • 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

  • 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...

  • Introduce and complete Gizmo support for entities manipulation: We need a tool to interact with that are into a scene

  • 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

  • Introduce support of the physic engine: We need to support at least collision detection, deformation

  • 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

  • Introduce and complete support of lighting: We need to support scene lighting, refraction, shadow, reflection, point-based light, directional lighting

  • Introduce and complete support of PBR, Geometry shading, Cubemap: We need to support physically based rendering, mesh explosion, mesh wireframing

  • Introduce support of DirectX or Vulcan API for windows platform: We need to implement platform-specific graphic API in order to increase rendering performance

Tentative Timeline

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