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| 1 | + |
| 2 | +This document outlines our vision for the next steps and the features we want to ship in this engine. |
| 3 | + |
| 4 | +# Core engine |
| 5 | +* [ ] Owned implementation of containers (vector, map, span, array, etc) and allocators (Arena) |
| 6 | +* [ ] Owned implementation of Math library |
| 7 | +* [ ] Support of RHI abstraction for DirectX, Metal, vulkan, OpenGL |
| 8 | +* [ ] Support of Scene runtime actions (Play/Pause/Stop) |
| 9 | +* [x] Support of Scene serialization / deserialization |
| 10 | +* [x] Support of imported model (as today OBJ model) serialization / deserialization |
| 11 | +* [ ] Support of Animation board |
| 12 | +* [ ] Support of Scene picking object |
| 13 | + |
| 14 | +# Rendering |
| 15 | +* [x] Support of Render Graph |
| 16 | +* [x] Support of Gizmo |
| 17 | +* [ ] Support of ktx Textures |
| 18 | +* [ ] Support of PBR material |
| 19 | +* [ ] Support of shadow mapping |
| 20 | +* [ ] Support of Global Illumination (Ray Tracing, Ambient Occlusion, Screen-Space Global Illumination) |
| 21 | +* [ ] Support of Motion Blur |
| 22 | +* [ ] Support of Shader editing and Hot reloading |
| 23 | +* [ ] Support of Async Compute |
| 24 | +* [ ] Support of Multithreaded Rendering |
| 25 | +* [ ] Support of Memory aliasing from Render Graph |
| 26 | +* [ ] Support of GLTF model import |
| 27 | +* [ ] Support of deferred rendering |
| 28 | +* [ ] Support of Scene Occlusion culling |
| 29 | +* [ ] Support of LOD (level of Detail) |
| 30 | + |
| 31 | +# Scripting |
| 32 | +* [ ] Support of object scripting with C# and Lua |
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