3.9 KiB
3.9 KiB
Milestones
Hello world
Released as 0.0.1
: Pre alpha 1
- From the ground up cleanup
System
- [~] Dependencies updater
- Tracy
- ImGui
- FastNoise
- Compile time
- Warnings
- Unit build
- Ninga
- Clang
- CI build
- CMake package
- GitLab CI
- Platforms
- Linux
- Windows
- Mingw: requires picotls, picoquic and FastNoise compatibility
- MacOS
- Launcher / Updater
- Review documentation
- Code cleanup
- Proper wiki
- Proper logger
- I18L
Data
- [~] Element hierarchy
- Raycast
- Soft part break
- Relative position
- Rotate
- Bounding hierarchy
- Merge World and Entities
- Galaxy
- [~] Orbit system
- Circular
- Elliptic
- Gravity referential
- [~] Orbit system
- Collisions
- Point
- Step
- Ray
- Continuous
- Bilateral advancement
- GJK
- Edits
- More shapes
- Rotate
- Anchor
- Multi-block system
- Cross chunk structure
- Lighting
- Passive chunk save
- Generation
- SIMD
- Double precision
- Surface features
- Biomes
- SIMD
- Data oriented
- Inventory
- Octree
- Surface aware LOD
- All levels (0-5)
- Tree fill
- Big edit queue
- Update region level average
- Area converter
- Minecraft import
- Base unit size change
- Local generation prediction
- [~] Modding API
- Define boundaries
- Version handling
- Client-Server negotiation
- Save file index
- List possibilities
Graphics
- [~] Disable VK for now
- Slash screen
- Proper UI
- Pause menu
- [~] Start menu
- Using texture pack
- FontAwesome (https://github.com/juliettef/IconFontCppHeaders)
- Define standard unit sizes
- Terrain (area) 1:1m
- Objects (part) 1-8:1
- Models (instance) ~16:1 manual
- Visual debug
- Chunk / Region border
- Area box
- Collision overview
- Effective occlusion culling
- Use average
- Cast from chunk center
- Curvature
- CubeSphere
- Area corrected CubeSphere
- Corrected Normals
- Surface curvature
- Curvature aware frustum
- Healpix
- CubeSphere
Raster
- https://www.iquilezles.org/www/index.htm
- [~] 8 for 1 contouring problem
- Merge stochastic and triplanar
- Biplanar
- Fix stochastic (needs regionPosition bound in f16 range)
- Distance resampling
- Tesselation
- Better LOD selection
- Dynamic to target fps
- Planet scale LOD (using chunk level average)
- Hard shadow
- World lights
- HDR
- https://www.youtube.com/watch?v=iikdcAA7cww
- Toon shading
- Eye adaptation
- GLSL gamma correction
- Post processing
- Procedural Skybox
- Deferred
- Ambiant occlusion
- Cascaded shadow maps
- Avoid transparent back-face
- Translucency
- Back-face depth based
- Contouring service
Ray
- All of it
- Probably v2
Network
- QUIC protocol
- Use in memory protocol
- replace server_handle
- Private messages
- Commands
- [~] Authentication
- Clean kick
- Check certificate