Update roadmap

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Dane Johnson 2021-04-21 21:39:37 -05:00
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commit fedbdc3962

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@ -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<Mesh>``` 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.