diff --git a/roadmap.md b/roadmap.md index a857f42..1a28e3e 100644 --- a/roadmap.md +++ b/roadmap.md @@ -73,12 +73,12 @@ to revert (shitty animation support). There are a number of systems I want to ad Yeah sure let's do physics - [x] Static, Kinematic and Rigidbodies - [x] Collision areas -- [ ] Ray tracing +- [x] Ray tracing - [x] Axis pinning ## Great Refactor Things are starting to smell, here's what I need to do -- [ ] Replace all public attributes with accessors (on classes) +- [x] Replace all public attributes with accessors (on classes) - [x] Seperate prefabs from instances - [ ] Combine related files (shaders) - [ ] ~~Create a testing suite~~ Let's be real here... @@ -96,3 +96,13 @@ motivation comes from new features. - [x] Compiles for windows DLL Hell is still an issue, I have to distribute like 30 of them. Might go back to simply including them in the package. + +## Fresh Eyes (4/21/21) +Okay big things need to happen. I need to revisit the Create/Duplicate/Instantiate cycle and rethink the way +I'm doing prefabs. It might be best to make a generic for instances, like ```Instance``` or something like that +Also the engine is being held back a lot by a lack of animation support. I think I need to give up on importing materials +from blender and go back to importing .gltf files since they support animations. Also, I do think that I need to implement +my own shading language dialect, I need more flexibility with the way I'm doing shaders. User interface is a big thing +too, maybe even mouse support. I could generalize the way I'm doing "Screen" to allow 2d and 3d projection onto screens being +rendered in the game. In any case I'm not sure how much time I'll really have to work on this coming up, but I'll definitely look +at it more this summer.