This document outlines our vision for the next steps and the features we want to ship in this engine.
- Owned implementation of containers (vector, map, span, array, etc) and allocators (Arena)
- Owned implementation of Math library
- Support of RHI abstraction for DirectX, Metal, vulkan, OpenGL
- Support of Scene runtime actions (Play/Pause/Stop)
- Support of Scene serialization / deserialization
- Support of imported model (as today OBJ model) serialization / deserialization
- Support of Animation board
- Support of Scene picking object
- Support of Render Graph
- Support of Gizmo
- Support of ktx Textures
- Support of PBR material
- Support of shadow mapping
- Support of Global Illumination (Ray Tracing, Ambient Occlusion, Screen-Space Global Illumination)
- Support of Motion Blur
- Support of Shader editing and Hot reloading
- Support of Async Compute
- Support of Multithreaded Rendering
- Support of Memory aliasing from Render Graph
- Support of GLTF model import
- Support of deferred rendering
- Support of Scene Occlusion culling
- Support of LOD (level of Detail)
- Support of object scripting with C# and Lua