bevy/ROADMAP.md
2020-03-26 23:40:25 -07:00

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# 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