ROADMAP.md 1.6 KB

R3D Roadmap

v0.9

  • [ ] Refactor internal r3d_draw module Centralize all drawing-related functionality and drawable objects, including VAO management, which is currently scattered.

  • [ ] Redesign internal shader macro system Rethink the current macro-based approach for managing shaders to improve clarity and maintainability.

  • [ ] 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...

  • [ ] 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.

  • [ ] 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.