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# Bevy Roadmap
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Here is the current list of planned features. All items are sorted in approximate priority order, but actual implementation order will vary based on individual interest and/or funding.
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* UI Framework
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* Text
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* Styling
* Rendering
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* Textures
* Physically based rendering
* Skeletal animation
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* Macro to produce vertex buffer attributes (and maybe descriptors) from structs
2020-02-09 01:17:07 +00:00
* Add runtime type safety to uniform bindings (and maybe compile time)
2020-02-21 05:52:45 +00:00
* Inject layout set/bindings into shader source so they don't need to be defined in-shader. Specify set / binding indices in resource providers?
2020-03-01 18:22:58 +00:00
* Pull as much logic as possible from wgpu_renderer into a "render orchestrator" struct/trait
2020-03-02 01:48:37 +00:00
* Docs
* Add doc comments to code
* Add tutorials
* Add feature docs
* Add "template" projects
* Add ```#![deny(warnings, missing_docs)]``` to ensure future contributions meet style/doc standards
2020-03-21 00:49:29 +00:00
* ECS
* Remove as many references to Resources as possible in favor of resolved resource types
* Consider adding Renderer and World to Resources
2020-02-17 22:12:10 +00:00
* Error Handling
* Custom error type?
* Remove as many panics / unwraps as possible
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* Input
* Keyboard and mouse events
* Gamepad events
* Assets
* Load GLTF files
* Scene
* Define scene format
* Load scenes from files (likely RON)
* Plugins
* Live plugin reloading
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* Editor
* Editor < - > game communication protocol
* Build UI using bevy UI framework
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* Consider supporting embedding parts of the editor directly into games
* Physics
* High level physics data types
* Integrate with nphysics
* Platform Support
* Android
* iOS
* Web