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https://github.com/bevyengine/bevy
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49 lines
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1.7 KiB
Markdown
49 lines
No EOL
1.7 KiB
Markdown
# 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
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* Rendering
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* Textures
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* Physically based rendering
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* Skeletal animation
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* Add runtime type safety to uniform bindings (and maybe compile time)
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* Inject layout set/bindings into shader source so they don't need to be defined in-shader. Specify set / binding indices in resource providers?
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* Pull as much logic as possible from wgpu_renderer into a "render orchestrator" struct/trait
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* Separate original/uncompiled/no_defs PipelineDescriptor from compiled PipelineDescriptor conceptually
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* Try to make Renderer a resource + system
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* Docs
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* Add doc comments to code
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* Add tutorials
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* Add feature docs
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* Add "template" projects
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* Add ```#![deny(warnings, missing_docs)]``` to ensure future contributions meet style/doc standards
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* ECS
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* Remove as many references to Resources as possible in favor of resolved resource types
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* Consider adding Renderer and World to Resources
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* Error Handling
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* Custom error type?
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* Remove as many panics / unwraps as possible
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* Input
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* Keyboard and mouse events
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* Gamepad events
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* Assets
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* Load GLTF files
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* Scene
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* Define scene format
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* Load scenes from files (likely RON)
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* Plugins
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* Live plugin reloading
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* Editor
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* Editor <-> game communication protocol
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* Build UI using bevy UI framework
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* Consider supporting embedding parts of the editor directly into games
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* Physics
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* High level physics data types
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* Integrate with nphysics
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* Platform Support
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* Android
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* iOS
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* Web |