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1.7 KiB
1.7 KiB
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
- 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
- Separate original/uncompiled/no_defs PipelineDescriptor from compiled PipelineDescriptor conceptually
- Try to make Renderer a resource + system
- 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
- ECS
- Remove as many references to Resources as possible in favor of resolved resource types
- Consider adding Renderer and World to Resources
- 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