Update roadmap
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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. | ||||
|   | ||||
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	 Dane Johnson
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