Update roadmap
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roadmap.md
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roadmap.md
@ -73,12 +73,12 @@ to revert (shitty animation support). There are a number of systems I want to ad
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Yeah sure let's do physics
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Yeah sure let's do physics
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- [x] Static, Kinematic and Rigidbodies
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- [x] Static, Kinematic and Rigidbodies
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- [x] Collision areas
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- [x] Collision areas
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- [ ] Ray tracing
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- [x] Ray tracing
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- [x] Axis pinning
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- [x] Axis pinning
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## Great Refactor
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## Great Refactor
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Things are starting to smell, here's what I need to do
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Things are starting to smell, here's what I need to do
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- [ ] Replace all public attributes with accessors (on classes)
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- [x] Replace all public attributes with accessors (on classes)
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- [x] Seperate prefabs from instances
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- [x] Seperate prefabs from instances
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- [ ] Combine related files (shaders)
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- [ ] Combine related files (shaders)
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- [ ] ~~Create a testing suite~~ Let's be real here...
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- [ ] ~~Create a testing suite~~ Let's be real here...
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@ -96,3 +96,13 @@ motivation comes from new features.
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- [x] Compiles for windows
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- [x] Compiles for windows
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DLL Hell is still an issue, I have to distribute like 30 of them. Might go back to
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DLL Hell is still an issue, I have to distribute like 30 of them. Might go back to
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simply including them in the package.
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simply including them in the package.
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## Fresh Eyes (4/21/21)
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Okay big things need to happen. I need to revisit the Create/Duplicate/Instantiate cycle and rethink the way
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I'm doing prefabs. It might be best to make a generic for instances, like ```Instance<Mesh>``` or something like that
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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
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from blender and go back to importing .gltf files since they support animations. Also, I do think that I need to implement
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my own shading language dialect, I need more flexibility with the way I'm doing shaders. User interface is a big thing
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too, maybe even mouse support. I could generalize the way I'm doing "Screen" to allow 2d and 3d projection onto screens being
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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
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at it more this summer.
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