Difference between revisions of "Community Roadmap"

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As a way to keep the Horde3D community on the same page in regards to the development of future features, this Community Roadmap will keep an up to date log of the undergoing activities.
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As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.
  
{| cellpadding="2" cellspacing="0" style="width: 100%"
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= Release milestones =
|- bgcolor="#6699FF" style="font-size: medium; font-weight: bold"
 
| Feature
 
| Description
 
| Assigned to
 
| Completion
 
| Released in
 
|-
 
| D3D Backend
 
| Write a D3D9/D3D10 backend, in addition to the current OpenGL backend
 
|  
 
|  
 
|  
 
|- bgcolor="#FFFF66"
 
| [[Community Roadmap - Compressed Texture Support|Compressed Texture Support]]
 
| Support for DDS, PowerVR, and other Texture formats.
 
|  
 
|  
 
|  
 
|}
 
  
 +
Our policy is to release often, with atomic changes between two following releases.
  
----
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The current release version is: '''Horde3D 2.0.0'''
  
{| style="width: 100%"
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For the future, we planned the following releases:
|-
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| <h3><span class="mw-headline">Upcoming Horde3D Version: 1.0</span></h3>
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=== Horde3D 2.1.0 ===
| <h3><span class="mw-headline">Upcoming Horde3D Editor version: 1.0</span></h3>
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|-
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* Emscripten support
| <b>The current version is: v1.0.0 Beta1</b>
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* Directional light support
| <b>The current version is: v0.7.0</b>
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* FBX and gltf 2.0 support in collada (asset) converter
|-
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* Extension for debug geometry shapes drawing
|For version 1.0.0 Beta1 of Horde3D the following features have been
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* Initial PBR support
integrated:</p>
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* PBR sample
<ul>
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<li><b>Occlusion Culling</b></li>
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=== Horde3D 2.2.0 ===
<li><b>Render-to-Texture</b></li>
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<li><b>Stereo Rendering</b></li>
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* New sample that show how to work with different light types, cameras, pipelines and render to texture
<li><b>Software Skinning</b></li>
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* OpenGL 4 AZDO (Achieving zero driver overhead) improvements
<li><b>Node Sorting</b></li>
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* Unification of OpenGL backends common functionality
</ul>
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* Multithreaded culling and scene graph updates (partial)
The first will give polygonally dense worlds a boost in speed and the second can be used to do all sorts of effects. See also the
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* Basic instancing support
[http://www.horde3d.org/docs/_changeLog.html| changelog] for more details.  
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* Reflection probes
In the following weeks no new features will be implemented. Instead the development will be focused on bug fixes and further documentation.
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| The next version 0.7.0 will be based on Horde3D v.1.0.0 Beta1 and will focus on a better extensibility using plugins (e.g. the terrain node extension will be a plugin and not a fixed part of the editor anymore). Further on there will be support for front, top, and right view of the scene with orthographic projection.
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=== Horde3D 2.3.0 ===
|}
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 +
* Multithreaded rendering
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* Binary shader (preparation for Vulkan shaders)
 +
* Multithreaded culling and scene graph updates
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* Instancing support
 +
 
 +
=== Horde3D 3.0.0 ===
 +
 
 +
* Moving scene graph to utility library.
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* Clustered forward (deferred) lighting support.
 +
* Model resources.
 +
* Vulkan support
 +
* Custom memory allocation
 +
* Support for double precision variables.
 +
* Full PBR support, rewrite shader system
 +
 
 +
You can follow the progress on this '''GitHub''' page:
 +
 
 +
https://github.com/horde3d/Horde3D/issues
 +
 
 +
= Versioning system =
 +
 
 +
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.
 +
 
 +
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:
 +
 
 +
<blockquote>
 +
<b>MAJOR</b> version when we make incompatible API changes,
 +
<br/>
 +
<b>MINOR</b> version when we add functionality in a backwards-compatible manner, and
 +
<br/>
 +
<b>PATCH</b> version when we make backwards-compatible bug fixes.
 +
</blockquote>
 +
 
 +
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)
 +
 
 +
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=
 +
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}

Latest revision as of 19:27, 15 February 2021

As a way to keep the community in touch with the development of Horde3D project, this page will keep an up to date log of the official Roadmap for next releases.

Release milestones

Our policy is to release often, with atomic changes between two following releases.

The current release version is: Horde3D 2.0.0

For the future, we planned the following releases:

Horde3D 2.1.0

  • Emscripten support
  • Directional light support
  • FBX and gltf 2.0 support in collada (asset) converter
  • Extension for debug geometry shapes drawing
  • Initial PBR support
  • PBR sample

Horde3D 2.2.0

  • New sample that show how to work with different light types, cameras, pipelines and render to texture
  • OpenGL 4 AZDO (Achieving zero driver overhead) improvements
  • Unification of OpenGL backends common functionality
  • Multithreaded culling and scene graph updates (partial)
  • Basic instancing support
  • Reflection probes

Horde3D 2.3.0

  • Multithreaded rendering
  • Binary shader (preparation for Vulkan shaders)
  • Multithreaded culling and scene graph updates
  • Instancing support

Horde3D 3.0.0

  • Moving scene graph to utility library.
  • Clustered forward (deferred) lighting support.
  • Model resources.
  • Vulkan support
  • Custom memory allocation
  • Support for double precision variables.
  • Full PBR support, rewrite shader system

You can follow the progress on this GitHub page:

https://github.com/horde3d/Horde3D/issues

Versioning system

The Horde3D project is following SemVer 2.0 definition.

Basically it means that, given a version number MAJOR.MINOR.PATCH, we increment the:

MAJOR version when we make incompatible API changes,
MINOR version when we add functionality in a backwards-compatible manner, and
PATCH version when we make backwards-compatible bug fixes.

Additional labels for pre-release and build metadata are used when necessary (i.e.: Alpha, Beta, Release Candidate, etc.)


A deprecated version of this Roadmap is available at: Community Roadmap deprecated.