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Roadmap

Marcelo Silva Nascimento Mancini edited this page Mar 28, 2023 · 11 revisions

Add Examples

  • Examples are the best documentation one can get. No examples == no documentation

Rendering

  • 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.

General

  • Create a build tester for all platforms.

Android

  • Make update actually use delta time.

AppleOS

  • 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?

PSVita

  • Make update actually use delta time.

Scene Graph:

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.

GUI:

  1. Building grounds
  • Label
  • Button
  • RadioButton
  • ToggleButton
  • TextureButton
  • LabelButton
  • HorizontalScrollbar
  • VerticalScrollbar
  • Dialog
  1. More involved widgets
  • Console
  • Message Dialog
  • Open/Save File/Folder Dialog
  • Folder View
  1. Complex Widgets
  • TreeView
  • DropdownMenu
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