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TODO.md

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  • Input
    • Desktop
    • Web
    • Keyboard
    • Mouse
      • handle right click and aux mouse buttons in browser
    • Gamepad
    • Touch
    • Action Map
      • deadzone
  • Audio
    • Desktop
    • Web
    • Proper plugin
    • Filters
    • Mixers
  • Assets
    • Async loading
    • Streaming / partial loading
    • dependency / hierarchy
      • an asset might require one or more other assets to complete its loading
      • f.ex. shader imports, scene files, etc.
  • Plugins
    • Defer applying plugins
    • Plugin dependency graph
  • ECS
    • Proper Testing
    • Systems
    • Change Detection
      • added/removed
      • [-] changed
    • Schedule systems
      • ordering
      • parallel planner
      • per stage/system command dispatchs
    • Parallel queries
    • Relationships
    • [-] Hierarchies
    • Events
    • Commands
    • Improve spawn commands
      • should be able to chain commands that works on entities
      • i.e. spawn -> set parent and other similar operations
      • could be implemented on EntityBuilder
    • [-] State Flags
    • [-] Auto setup Fetches
    • System Locals
    • System Param Sets
    • [-] Improve system creation/setup
    • Improve delegate foreach in queries
    • [-] Coroutines
    • Optimized tag components
    • versioning
      • event lifetimes
      • change filter lifetimes
      • entity id recycling
    • Serialization
  • UI
    • IMGUI
      • handle some function signature mismatches
      • Implement as Render Pass
    • dunno some custom UI stuff
  • Rendering
    • Text/Font
    • 2D Pipeline
      • Sprites
      • Animated Sprites
      • Custom Materials
      • [-] Post Processing
      • Polygons/Shapes
      • [-] 2D Frame Graph Passes
    • Extract rendering data
    • Shared base for batching
    • Rendering Stage/Frame Graph
      • frame graph builder
      • create transient resources
      • graph execution
      • transient resource lifetime/cleanup
        • track last read/write
        • release unused resources
      • external resource handling
        • keep in cache for just the frame or cleanup when not used
        • explicit mark on resource
      • ensure stable ordering
      • debug groups
      • move to builder pattern for better readability and resource handling
    • Render target
      • frame graph color targets
    • [-] Gizmos
      • Drawing API
        • DrawTexture
        • DrawText
      • SDF drawing
      • Handles/Interactions
    • HDR surface formats
    • Compute Shaders
      • setup and run compute shaders
      • Compute commands
      • on-demand dispatch
    • Culling
    • MSAA
    • Per-Camera frame graphs/rendering
  • 2D Physics
    • Spatial Queries
    • Collision Queries
    • Intersect methods
      • Ray
      • Line
      • Circle
      • Bounds
      • Polygon
  • General
    • Seeded random
    • Tweens