So, having mulled on it for the past bit, I figured I'd go ahead and hash out the near-term plans to lead us to 4.0, and then what we expect to be done in the builds following. Obviously, it's merely a roadmap, not ZE GRAND PLAN TO END ALL PLANS and so timings and what-happens when can shift around, but I think it'd be fair to say this is what we're shooting for.
- 4.0
- August
- Get the initial build of PBR done, and locked in and merged. Trying to finalize the Screen-Space Reflections currently and then it should be pretty much ready for the initial PR
- Get module-ifcation of core directory of BaseGame template finalized and in.PR for this is live, here: #2272
- Initial framework of the RenderPipeline stuff brought in and running - merely replicate existing render path, no changes to rest of render code or materials/shader system.Cleanup for PR underway, should be done this weekend
- Begin some of the suggested Clean Core work - reorganizing and compartmentalizing files better.
- September
- Focused push to convert all game classes to E/C and GameObject instances, and flag the originals as deprecated
- Get module-ifcation of core directory of BaseGame template finalized and in.PR just needs testing and merging
- Begin module-ification of tools directory.Initial tests on this have started. Still need to see how difficult the main World Editor scriptbase itself will be to module-ify
- Begin focus on polishing up workflow, making Asset Browser the pipeline focus.Started plotting changes made from my personal build into various PRs to flesh out the assets and the browser making it the tool it needs to be
- Make BaseGame template primary template
- Begin integration of Assimp into art workflow. Per latest workblog update. Effort on this has begun
- Finalize decision if Material refactor will be in for 4.0 or not.Will happen post 4.0
- October
- If we're doing the Material refactor for 4.0, this would be the main focus - streamlining and standardizing the render pipe via the new material system.Will happen post 4.0
- Begin building out examples and Rapid Prototype Kits
- Have the platform stuff finalized and cleaned up, having SDL as the main platform layer
- A few of the in-progress tool additions such as CSG can get more attention to try and lock in.
- Begin designing out asset store in earnest to act as a focal point for examples, RPKs, addons, etc
- November
- Emphasis on QOL improvements, bugfixes and beginning of testing/polish phase.Been accruing a list of issues with the new template to fix along these lines.
- Establish RC builds, test aggressively.
- Any last minute additions missed prior can get focus during this time.
- December
- Release!
- August
- 4.1
- Emphasis on render pipeline work - fully fleshing out the customizable render pipeline.
- If Material Refactor didn't go in for 4.0, it'll go in here
- DLLs, plugins, etc go here.
- Possible rework of the terrain system.
- 4.2
- Look into overhaul of terrain system - Virtual Texturing and more flexible LOD system.
- New render API system, Vulkan
Also, I think we can look at doing a 3.11 build of a "Everything that's not a major overhaul change" sendoff build to bridge the gap between 3.10.x and the major changes going into 4.0 like PBR and the like somewhere around the end of September.
Again, this is just a tentative plan, there's no guarantee this is exactly how it'll go, but I think it's fairly reasonable to shoot for, and it lets you fine folks in the community have an idea of what to try and target. If there's something I've missed that should be specifically called out on the list, or a question of when X would likely fit in, feel free to mention it below. As we progress, we can mark off the bits on the roadmap here so people can better keep a head about how things are progressing.