# Bevy Roadmap 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. * UI Framework * Text * Styling * Rendering * Textures * Physically based rendering * Skeletal animation * Macro to produce vertex buffer attributes (and maybe descriptors) from structs * Add runtime type safety to uniform bindings (and maybe compile time) * Inject layout set/bindings into shader source so they don't need to be defined in-shader. Specify set / binding indices in resource providers? * Pull as much logic as possible from wgpu_renderer into a "render orchestrator" struct/trait * 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 * Error Handling * Custom error type? * Remove as many panics / unwraps as possible * 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 * Editor * Editor <-> game communication protocol * Build UI using bevy UI framework * Consider supporting embedding parts of the editor directly into games * Physics * High level physics data types * Integrate with nphysics * Platform Support * Android * iOS * Web