Remove outdated roadmap

Many of the items listed on the roadmap have been implemented in 3.3
or the `master` branch. On top of that, it doesn't really reflect
the development practices that are going on.
This commit is contained in:
Hugo Locurcio
2021-03-27 15:45:17 +01:00
parent 58f423d86c
commit 0fd865bee7
2 changed files with 9 additions and 90 deletions

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# Roadmap
# Roadmap and GSoC ideas
This repository contains the [roadmap](ROADMAP.md) of all features that planned for implementation in [Godot](https://github.com/godotengine/godot).
The roadmap is no longer maintained. Please see
the [Godot proposals](https://github.com/godotengine/godot-proposals) repository
instead.
In the [roadmap file](ROADMAP.md), all the goals are listed. These are features that are planned and approved for implementation by the core developers and contributors.
Feature proposals should be discussed in the [Godot proposals](https://github.com/godotengine/godot-proposals) repository, not in this repository's issue tracker.
## FAQ
### Q) Why not Kanban, Trello, Issues, etc?
In open source projects, developers work on their free time and, at their own pace, and out of pure motivation. Setting goals and deadlines is not compatible with this methodology, as things get done when they get done. Because of this, the aim of this document is to just list and discuss the ideas.
This repository is still used to host [Google Summer of Code](https://summerofcode.withgoogle.com/) ideas.
These can be found in the [`GSoC/` folder](https://github.com/godotengine/godot-roadmap/tree/master/GSoC).

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# Roadmap
## 3D rendering features
* Vulkan support
* Lightmaps, rewrite using GPU and BVH; also add a denoiser
* Clustered rendering (3.2)
* Particle collision (may be doable using the physics engine in CPUParticles)
* Particle attractors (2D and 3D)
* Particle volumes (2D and 3D)
* Real particle trails
* Baked top-down GI
* Decals
* Render layers and configurable render passes
* Volumetric lighting
* Support for skeleton deforms in particles
* Texture and mesh streaming
* Scene shaders (needs more research)
* Clustered fog (use clustered information to render fog to a 3D texture, then put it back as post-process)
* Occlusion in real-time
* Shader caching (for Vulkan)
* Make GI probes real-time
* Bring back portals and rooms using areas, support sound too
* Octree color and decal painting
* Panini projection (yum)
## 2D rendering features
* Paintable textures (this needs a proposal)
* Directional 2D shadows
* Import SVGs as meshes
* Internal vertices for Polygon2D/Skeleton2D deform
## Compute buffers
* API to create compute buffers, draw to them, etc.
## Navmesh features
* Implement Recast support, generate both from 3D and physics engine; ability to generate in real-time too
* Local obstacle avoidance
* Maybe better to move to a NavigationServer
* Path margins after string pulling
* Support multithreading
## Physics
* Rework/speed up collision code for 2D physics and maybe Godot 3D
* Convex decomposition for triangle meshes
### GDScript
* Typed instructions (first speedup)
* JIT Optimization (second speedup)
* Multithreading support in debugger
### Export
* Easier template builder for iOS/Android
* Stripped export for dedicated server (no textures or geometry, maybe no animation?)
### Debugger
* Improve debugger (exploring data)
* Ability to copy editing camera to in-game to explore level separately
* Put real controls in the property editor, instead of a Tree; convert most editors to that format
* Optionally put the game window in the editor (difficult to do, maybe impossible)
### Audio
* Analysis effects for audio buses with info that can be read from GDScript (Decibels, Fourier frequencies, BPM detection, Pitch detection, etc).
* Polyphonic AudioStream (play same stream more than once without having to create multiple nodes)
* Reactive music (similar to how WWise works)
* Audio Graph AudioStream (so sound engineers can create complex setups connecting streams and effect nodes)
### Networking
* Add helper node that simplifies synchronization (NetworkSync), so you can specify different properties to track and how to synchronize them (reliable, unreliable, discrete, continuous, interpolation modes, etc). Even replication (synchronize when instantiated).
* Add API in base networking to make it easier to do replication using the above node (needs to be whitelisted).
This roadmap is no longer maintained. Please see
the [Godot proposals](https://github.com/godotengine/godot-proposals) repository
instead.