JeffR Posted January 9, 2020 Share Posted January 9, 2020 Hey all!Time for an updated roadmap for the year 2020, oh boy!In interest of combating the issues that oft plague roadmaps and time schedules, I took some suggestions and will bracket out the roadmap by means of priorities.Instead of trying to hardline "this by march" or anything like that, we'll be detailing out TODOs and features that are on the radar, and their estimated priority. Because things can change, this can obviously mean that high priority stuff can move slower than low priority stuff, or a whole lot of low priority stuff gets shoved onto the shelves to focus on one single high priority thing, and anywhere in between.So, here we go! Highest PriorityFinishing out 4.0 and launching(duh)Finishing out the Torque ManagerAsset LibraryRPKs, Examples, and Legacy Resource Conversion/AssetificationDocumentation pass to ensure it's all up to date [*]High Priority Ongoing updates to Editor SuiteModern Layout optionBiomes/Environment Editing Suite overhaul/refactorUpdates to Material editor [*]Terrain updates [*]Physical Camera [*]Medium Priority Global Illumination R&DScriptable Render PipelineProper Occlusion Culling handling, likely SoftOccludeStock Physics reimplemented as an API plugin like PhysX or Bullet for consistency/code reductionECS research and proper initial implementation/ExamplesUpdated Material system to better support editing/feature expansionPublishing mechanics for Torque Manager [*]Lower Priority R&D into shifting the render pipeline to ConfettiFX The ForgeRe-implement Light/Shadowmap caching but betterNew/better shadowmap filtering such as PCFMore extensive use of threading throughoutBaked LightmappingVisual Editing of materials/scriptsObject PoolingR&D into a StreamingScene for streaming in levelsFinish out CSG editor workOptions and Keybinds editorsOngoing cleanup/streamlining of main engineMove non-obligatory files out into modules/asset packsImprove DLL support to better facilitate plugins/alternate language buildsCleanup includes and possible use precompiled headers to improve compile times That's the main stuff I've got jotted down so far, with who knows how much stuff spread around in the discord, forums and other notes of mine that could be potentially added to this as well, but for now, I think this gives a good indication of the sort of work we want to move forward with on in 2020. Ongoing editor suite improvements, expanded tools, better performance and work into making the engine look even better.4.0 should be quite an impressive jump up from where the engine was with 3.10, and 4.x.x will launch it to further heights.As a bonus, because getting the Torque Manager out is a front-runner(as noted above) that'll facilitate people staying up to date both with happenings in the community and development, but also engine builds as well.Which will let us be much more aggressive about pushing updates out if you can spot 'oh hey a new version' when you fire up the Manager and it's right bloody there :PIt also helps that 4.0 was a lot of major foundational change work, and everything above outside of some obvious big ones that aren't as main-runner like the The Forge work is all compounding work rather than big shifts like PBR or Assets were means we'll be able to be much more proactive and cadenced with updates.We don't have to keep the grind going until 'this one major thing works', we can just go 'hey yo, it's 4.0.13 with a bunch of bugfixes' and let you guys decide if it's sufficient to upgrade to or not.All in all, the future is looking pretty dang bright and lots of the above stuff has already had preliminary work put into it, so I'm super excited to explore where things go in 2020 with all of you :) Quote Link to comment Share on other sites More sharing options...
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