ROADMAP.md 1.9 KB

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.