SpaRcle Engine Roadmap¶
Engine
- ECS and scenes
- EntityRef
- Resource management
- Assets
- Resource hot-reloading
- Asset libraries
- Delayed resource loading
- Asset importing
- Textures (PNG, JPG)
- 3D Models (OBJ, FBX, BLEND)
- Audio (WAV, OGG, MP3)
- Fonts (TTF)
- Codegen and reflection system
- Loading screen
Editor
- ImGUI editor (placeholder)
- Project creation
- Build exporting (planned)
- Use own UI-system for editor
- Animations editor
Scripting
- Serialization
- C++ Engine API
- C++ Dynamic linking
- C++ Static linking (in progress)
- C++ Plugins
- C++ Scripts compiler standardization (have problems with abi compatibility)
- Blueprints or own scripting language (not planned in near future)
Render
-
Graphics API
- Vulkan
- OpenGL
- WebGL (planned)
- DirectX (not planned in near future)
- Metal (not planned in near future)
-
Animations
- Skeletal animations
- Animation blending (need to optimize)
- Keyframe animations
-
Shaders
- SpaRcle Shader Language (SRSL)
- Preprocessor and includes
- Vertex, Fragment, Compute shaders
- Shader hot-reloading and caching
- SSBO support
- Normal mapping
- Tessellation and Geometry shaders
-
UI
- Text rendering
- TTF fonts and colored emojis
- Advanced text rendering (formatting)
- Sprite slicing
- Windows/Widgets
- Layout system
- Buttons
- Input fields
- Sliders
- Checkboxes
- Scroll areas
- Docking
- Text rendering
-
Features
- Skybox
- Custom render pipeline and custom passess
- Post-processing
- MSAA
- Multi-cameras rendering
- Bufferization
- Frustum culling
- Particle system (planned)
- Bloom
- SSAO
- SSR
- PBR
- Batched rendering
- Graphics settings
- Multithreading rendering
- Light system
- Cascaded shadow maps
- Directional lights
- Point lights
- Spot lights
- Area lights
- Light probes
Physics
- Basic collision detection
- Rigid bodies
- Physics materials
- Physics debugging visualization
- Soft bodies
- Vehicles
- Joints
- Cloth simulation
- Raycasting
- Multithreading support
Audio
- OpenAL backend
- Audio sources
- Audio listener
- Audio streaming
- Audio effects (reverb, echo, etc.)
- 3D audio occlusion
- EFX support
Platforms
- Windows 10/11
- Linux
- GLFW (unstable)
- X11 (unstable)
- Wayland (planned)
- Flatpak (planned)
- Android
- VR Meta Quest (planned)
- Web (planned)
- iOS (not planned in near future)
- MacOS (not planned in near future)
- Consoles (not planned in near future)
Our current active areas of development¶
- Work on standardizing graphic settings
- Linux wayland support
- On UI system