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Roadmap
As 2021 is coming to an end, now is the time to look towards the future. It's our tradition to make at least 12-month-long product planning at the beginning of each year. We establish projects we want to work on and execute this roadmap as several milestones. We develop it based on findings over the development, industry demands, and of course feedback from developers like you. As always, we'd love to hear from you in issues, in face-to-face discussion, and the developer DingTalk group.
Before diving into details, we need to emphasize our design values, which consistently guide the development of Oasis:
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Mobile First, Web First
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Front-end eco-friendly
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Function pursues lightweight in a disassembled and composable form. The engine and editor are decoupled and can be used independently
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Pursue a comprehensive development experience, and balances between functionality, performance, and usability
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Create an integrated creation platform and embrace the industry ecology
For 2022, we will particularly focus on the following themes:
- Continue to build 2D capabilities (text, GUI, etc.). Build a 2D/3D integrated engine
- Improve physical functions to provide rich physical effects
- Improve engine rendering capabilities (PBR materials, light, shadow, baking, etc.) to bring better rendering effects
- Improve animation and start paying attention to special effects to provide animation creation abilities
- Increase batch merge pipeline to improve performance
- Explore technologies such as XR and look into the future
- Add a non-trigger mode with physical feedback to collider, including kinematic mode and non-kinematic mode, which can quickly complete the requirements of physical performance
- Add physical constraints, such as hinged, spherical, 6DOF, etc.
- Add character collider, which can quickly simulate the physical characteristics of the character
- Add quality classification. Enable developers to adjust between effects or performance based on PBR algorithms of different complexity,
- Add features such as clear coat
- Redesign lighting APIs
- Override light management, e.g. Forward+
- Support lightingmap and local reflection probe baking
- Rewrite shadow rendering, e.g. CSSM
- Provide text rendering in 3D space
- Implement the primary system GUI (Canvas, Text, Button, etc.)
- Enable BlendAnimation to support float textured versions
- Enable BlendAnimation to support multiple frames
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Animator
Add common functions such as animation replay -
Animator
Support state machine
- Implement basic asset formats such as Texture, Mesh, and Material
- Implement Scene Asset Format and Prefab Asset Format
- Abstract shader framework to reduce shader coding cost
- Support shader multi-pass
- Add sound component
- Add TrailRenderer component to render special effects such as trailing
- Rewrite ParticleRenderer to enhance particle rendering capabilities
- Access WebXR and implement engine XR related API design
- Support static batching
- Support GPU Instance batching
- Support keyboard interaction
- Simplify the initialization APIs of the Engine
- Simplify texture structure for the expansion of texture types
- Improve usability of Transform API. Reduce the cost of modifying properties such as
position
This year's roadmap will be executed as four milestones, of which each includes detailed planning, small functions, and bug fixes. For details:
These are the focus of the Oasis team in the next 12 months. We will continue to adapt our plans based on feedback and findings, and we will provide more details in each of our milestones.
Our next roadmap will be developed around 12 months from now. Feel free to communicate with us and let us know what you think! If you are interested in the Oasis team, welcome to join us!