Skip to content

Roadmap

Alex Miyamoto edited this page May 19, 2022 · 47 revisions

There is no aim to expand the scope of the engine from it's current lightweight form, the feature sets are intentionally modest. The current aim is just to bring the engine into a polished state for the kind of titles it was designed for. The main focus of continued work is in the following areas:

  • Open source the full tool set
  • Replace tools removed when open sourcing the project
  • Make use of multiple threads
  • Resolve known issues
  • Target more modern hardware.

0.1 Initial public release

All platform specific code removed
Simple example demo (for usage only)
Documentation first pass

0.15 Code Cleanup

Prevent GetComponent being called during signals
Automated construction of new projects (project templates, build files, etc)
Alter build system to find platform specific code in other repositories

0.2 Vulkan (current)

Complete the switch from OpenGL to Vulkan

0.3 Resource Creation and loading

Improved Vulkan stability
Remove all validation warnings
Support for data driven effect descriptors / vertex attributes
Resource pak files with dependencies listed

0.4 Tools

Audio Tool updated to use XAudio2
Audio Tool public release

0.5 Rendering Improvements

Gamma correction
Custom per game post process effects
Ambient occlusion
Physically based rendering
Improved bloom
Improved particles
Improved shadows

0.6 Resources

Threaded resource loading
Threaded GPU command list generation

0.7 Multi-threading

Entities referenced by ID
Update systems code to run on as many cores as available

0.8 Potential candidate for external projects

AI Tool public release
AI tool extensible with per-project behaviours
Level Editor running the Usagi engine internally
Creation of entity hierarchies using the Level Editor
Replacement UI system

0.9 Optimization

Faster graphics state creation (currently duplicate states avoided with with an optimized comparison)
Reduce draw calls (model instancing, shared particle buffers etc)

1.0 Tested and documented

Larger scope demo demonstrating all the functionality available
Majority of systems stress tested
More detailed documentation

1.1 Quality of life improvements

Exceptions and better error handling in conversion tools
Improved consistency and functionality of Maths libraries

1.2 Extended toolset

Model material editor
Entity hierarchy editor (either separate tool to level editor or sub window)
UI Editor
New particle editor release