# Bevy Roadmap * UI Framework * Box model rendering * Use entity hierarchy for tree structure * Styling * Rendering * Consider reworking current RenderGraph to be more graph-like * Macro to produce vertex buffer attributes (and maybe descriptors) from structs * Dynamic / user defined shaders * consider using shaderc-rs. but this introduces compile complexity and requires other C++ build systems * Physics * High level physics data types * Integrate with nphysics * Editor * Editor <-> game communication protocol * Build UI using bevy UI framework * Consider supporting embedding parts of the editor directly into games