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Roadmap
Marcelo Silva Nascimento Mancini edited this page Mar 28, 2023
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- Examples are the best documentation one can get. No examples == no documentation
- Metal Depth Buffer
- Sprites alpha based sorting + rendering back to front
- Metal shadow buffering (when trying to write in a part of the buffer being used and the frame hasn't ended yet, the renderer should reference a different buffer to not overwrite), this feature is automatic on D3D11 and OpenGL.
- Create a build tester for all platforms.
- Make update actually use delta time.
- Make update actually use delta time.
- Find a way to use threads on asset loading (Problem was mutex wasn't being able to lock).
- Find a way to put assets on Xcode Project by using a script.
- DLL Support?
- Make update actually use delta time.
Building a game without a scene graph is really hard. Implementing it is a real need for medium/big games. That will require:
- Base game object class which can enter on the graph
- TransformableObject
- RenderableObject
- SceneGraph serialization/deserialization
The strategy is still not very clear, but it is a care that will be taken for creating a consistent way to solve problems.
- Building grounds
- Label
- Button
- RadioButton
- ToggleButton
- TextureButton
- LabelButton
- HorizontalScrollbar
- VerticalScrollbar
- Dialog
- More involved widgets
- Console
- Message Dialog
- Open/Save File/Folder Dialog
- Folder View
- Complex Widgets
- TreeView
- DropdownMenu