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  • No due date
    8/8 issues closed
  • No due date
    11/11 issues closed
  • Due by August 15, 2020
    11/11 issues closed
  • No due date
    4/4 issues closed
  • Due by October 23, 2019
    9/9 issues closed
  • No due date
    7/7 issues closed
  • No due date
    9/9 issues closed
  • The first release of HAL should include: - `gfx-hal` v0.1, which features Vk-like API, much less safe than the `pre-ll` one - `gfx-backend-*` v0.1 (Vulkan, D3D12, Metal, GL) - renamed and renewed backends which contain all the windowing logic (some behind feature gates) Examples: `quad` (working on all backends) and `compute` (at least on Vulkan and D3D12).

    No due date
    27/27 issues closed
  • That moment when we can shout out loud and ask people to consider us seriously.

    No due date
    12/13 issues closed
  • Equals to OpenGL-2. This stuff is pretty old, and we have no excuse for only partial support. Reaching the milestone would mean that users can use all the features of SM3 without the need to access API directly

    No due date
    10/10 issues closed
  • Equals to OpenGL-4 Reaching the milestone would mean that users can use all the features of SM5 without the need to access API directly.

    No due date
    2/2 issues closed
  • Equals to OpenGL-3 Reaching the milestone would mean that users can use all the features of SM4 without the need to access API directly.

    No due date
    12/13 issues closed
  • We need to be ergonomic and functional enough for participants to enjoy. It's especially important to get us running with Piston, which requires single-threaded operation.

    Due by August 22, 2014
    3/3 issues closed
  • The state at which we provide an ability to create generic meshes, load programs, allocate render buffers, and issue draw calls with given shader parameters and raster states. This is when we can safely call existing engines to use us as a back-end.

    No due date
    12/12 issues closed
  • [Meetup link](http://www.meetup.com/Rust-Bay-Area/events/171111672/): Chip Collier (Remote): how we're structuring Voyager and hoping to use the most of Rust to accomplish our goals. (15 min)

    Due by June 26, 2014
    3/3 issues closed