# R3D Roadmap ## **v0.9** * [x] **Refactor internal `r3d_draw` module** Centralize all drawing-related functionality and drawable objects, including VAO management, which is currently scattered. * [x] **Redesign internal shader macro system** ~~Rethink the current macro-based approach for managing shaders to improve clarity and maintainability.~~ The subject involves much more complexity than expected, it will probably remain as it is, the naming has at least been made clearer. * [ ] **Explore alternative SSGI approaches** The current SSIL-VB used as a cheap SSGI solution is far from ideal and difficult to tune. Investigating more stable and production-ready SSGI techniques would be beneficial. * [ ] **Add more anti-aliasing options** Provide higher-quality anti-aliasing solutions in addition to FXAA. SMAA appears to be the most suitable next step. Techniques such as TAA currently require deeper architectural changes... * [x] **Material loading/import helpers** Similar to existing skeleton and animation loading utilities, it would be useful to provide helper functions to import materials from files when needed. * [ ] **Review skybox generation** Improve parameter structure and naming, add an optional debanding setting, and support shaders for skyboxes. * [ ] **Consider `R3D_Camera` type (maybe)** Think about introducing a dedicated camera type that handles `cullMask` per camera (instead of using global state) and manages `near/far` parameters directly, removing the last dependency on `rlgl`. ## **Ideas (Not Planned Yet)** * [ ] Investigate the integration of a velocity buffer and frame history, mainly for TAA and motion blur. The current begin/end rendering model makes this non-trivial. * [ ] Improve support for shadow/transparency interaction (e.g., colored shadows). * [ ] Implement Cascaded Shadow Maps (or alternative) for directional lights. * [ ] Make wiki pages for the repo, consider it for the release.