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Frustrum Culling - This is similar to occulusion culling except you are skipping rendering objects that are outside of the frustrum.
More built in light types - Maybe we have all the basics, but I want to make sure at least the most common lights are supported.
Default lighting systems Default Lighting systems #47 - Provide some pre-configured lights that can be included as "systems". e.g. a daylight system, or an evening light system. This will just allow people quickly set the environment lights without having to manually configure brightness, colors, direction, etc.
Default material colors Default materials #48 - This mostly benefits prototyping, but it would be nice if you could slap on a material so you can quickly see your shape.
Default materials Default materials #48 - Related to default material colors, When prototyping a scene I'd like to be able to throw a bunch of objects in there and see that they are all working without having to think about texturing them.
Physical light sources - These are visible points of light. Currently the source of light rays is invisible. It would be great if when adding lights to a scene we could initially see where they are coming from. We could take any object and turn it into a light source.
ray tracing - I'm not sure a about this one. Having this would be great if someone wanted to render some high quality frames, but this is still problematic for gaming unless you have a modern video card.
Haze - This could have multiple applications: fog, horizon, etc. I'm not talking about a particle system here. Particles could be added by a separate engine plugged into Prism. This would just be the underlying fading away of objects.
Horizon - allow setting a distance at which things fade out. This could be use to set up a horizon. Things beyond the horizon could be culled.
Parallax mapping - so we can get cheap texture variations and lighting effects on our textures.
The text was updated successfully, but these errors were encountered:
One reason I created this rendering engine was to create a UI toolkit based on material design. We won't need all of the above features to accomplish that so I might split this into two road maps. One will produce features needed to create a UI toolkit, and the other will produces features needed to create decent game graphics.
This is a scratch pad for figuring out what features
shouldmay be added in the future.Default material colors Default materials #48- This mostly benefits prototyping, but it would be nice if you could slap on a material so you can quickly see your shape.Default materials Default materials #48- Related to default material colors, When prototyping a scene I'd like to be able to throw a bunch of objects in there and see that they are all working without having to think about texturing them.Haze - This could have multiple applications: fog, horizon, etc. I'm not talking about a particle system here. Particles could be added by a separate engine plugged into Prism. This would just be the underlying fading away of objects.Horizon - allow setting a distance at which things fade out. This could be use to set up a horizon. Things beyond the horizon could be culled.The text was updated successfully, but these errors were encountered: