Fix various typos and formatting

This commit is contained in:
Hugo Locurcio
2019-01-04 20:20:48 +01:00
parent 265c37907e
commit 8737aa3cd7
2 changed files with 50 additions and 44 deletions

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@@ -6,9 +6,8 @@ In the [roadmap file](ROADMAP.md), all the goals are listed. These are features
In the [wishlist file](WISHLIST.md), features that would be nice to have are listed. These are features that are not planned for the near or medium term, or that are simply did not get enough interest from the core contributors. The wishlist folder is available to add relevant documents to explain features in detail.
# FAQ
## 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.
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.

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@@ -1,60 +1,67 @@
# Roadmap
## 3D rendering features
### 3D Rendering Features
* Vulkan support
* LightMapp, rewrite using GPU and BVH. Also add a denoiser.
* Clustered Rendering [3.2]
* Particle Collision (may be doable using 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 skeleton deform 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)
* 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
### 2D Rendering Features
* Paintable textures (this needs a proposal)
* Directional 2D shadows
* Import SVGs as meshes
* Internal vertices for Polygon2D/Skeleton2D deform
### Compute buffers
## 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
## 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
* Path margins after string pulling
* Support multithreading
## Physics
### Physics
* Rework/speed up collision code for 2D physics and maybe Godot 3D
* convex decomposition for trimesh
* Convex decomposition for triangle meshes
### GDScript
* Typed instructions (first speedup)
* JIT Optimization (second speedup)
* Multithreading support in debugger
### Export
### GDScript
* Typed instructiosn (first speed up)
* JIT Optimization (second speed up)
* Multithread support in debugger
### Export
* Easier template builder for iOS/Android
* Stripped (no textures or geometry, maybe no animation?) export for dedicated server.
* Stripped export for dedicated server (no textures or geometry, maybe no animation?)
### Debugger
### 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 actual Tree. Convert most editors to that format
* optionally put the game window int the editor (this is pretty difficult to do.. maybe impossible)
* 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)