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Description
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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