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Rendering Engine Roadmap #10

@gituser12981u2

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@gituser12981u2

This is a basic high level overview roadmap of what is to be implemented, in pursuit of making a coherent engine.

Everything created should be highly extensible and robust, allowing no bulwark to form between incremental updates and the current version.

Phase 1: Core Engine Development

  • Improve Error Handling and Add Logging
  • Implement a Scene Graph
  • Develop a Basic Material System
  • Implement a Batching System for Draw Calls
  • Implement Frustum Culling
  • Add Basic Physics
  • Implement an Entity Component System (ECS)
  • Update Renderer to Align with Data-Oriented Design(DOD) Principles
  • Enhance Documentation

Phase 2: Rendering Fundamentals

  • Implement Basic Lighting
  • Add Support for Particle System
  • Implement a Robust Memory Management System
  • Develop a Multi-threading Framework with a Job System
  • Create an Event System
  • Implement a Resource Management System

Tools and Utilities

  • Implement Profiling and Debugging Tools
  • Add Support for Asset Import/Export

Phase 3: Advanced Rendering and Optimization

  • Implement Occlusion Culling
  • Develop Volumetric Rendering Techniques (for nebulae and gas clouds)
  • Implement an LOD System

Phase 4:

Begin extensive work on the Physics Engine (separate project)

Long Term Goals

  • Add Support for Procedural Generation of Celestial Bodies
  • Multiple rendering pipelines(clustered, deferred, post-processing), and the ability for the engine to dynamically choose between them
  • Much more complex physics engine
  • More complex lighting (ray tracing, global illumination, radiative transfer)
  • Add support for GPU compute shaders

This list is roughly in order, except for Long Term Goals.

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