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Planned Features
The following features are presented alphabetically. This list is not exhaustive, if you would like to work with our team on a bug fix or feature contact us via the gitter team chat.
- OpenAL support
- Script controls
- Play/Pause/Stop
- Volume
- Loop
- File formats?
We have a nearly completed animation system in the engine already. Interfacing the animation to game programmers is the last hurdle beyond bug fixes.
- Script controls
- Play/Pause/Reset
- Jump to frame
- Transparent Objects - #81
- Shadow maps - #82
- Cached shadow maps
- Cascaded shadow maps
- 2D Pipeline
- Interchangeable pipelines
- Physically based rendering
- Forward rendering
- Environment probes
This is a moonshot idea. We would love to be able to live-reload scripts without restarting the engine.
We have no current plans to integrate a particle system, but it is something we would like to look into.
We would love to have Dash compile on as many platforms as possible. There are different challenges to overcome for the D language regarding platform support, but one option in the meantime would be to use a library like Marmalade and write D bindings.
Our team has previous experience with Bullet Physics, but have no current plans to bind the Bullet library to D. Once Bullet works in D we would like to use it in the engine.
Dash should support "any" scripting language for game development via an interface to interact with the engine. Currently you write scripts in D, the following are languages we could add support for.
Dash uses Awesomium currently, but we are switching to Chromium Embedded Framework in order to have an entirely open-source engine.
- In-engine text debugging
- Text displays relative to objects in 3D space