
Features
- (WIP) Real-time shader debugging
- (WIP) Vulkan-based rendering engine
Architecture & Design
This project is licensed under the PolyForm Shield License 1.0.0. (See LICENSE and NOTICE)
Engine TODO (Roadmap)
🟢 Immediate Focus: Modular Infrastructure
- [ ] Handle-Based Asset Management: Implementation of a centralized
AssetManager with Handle<T> semantics for textures, meshes, and shaders.
- [x] ECS System Orchestration: Evolving
Scene to host logic/render systems that operate on the EntityManager.
- [ ] Command-Based Mutations: Routing scene changes through a
CommandBus to support Undo/Redo and future networking.
🔵 Rendering & Pipeline
- [ ] Generic Render Graph: Decoupling the rendering pipeline into modular, swappable passes.
- [ ] View-Specific Renderers: Allowing different
Views to use different render configurations (e.g. Wireframe vs Lit).
🛠️ Developer Workflow
- [ ] DLL Hot-Reloading Support: Enhancing the
Application and View persistence to allow game logic swaps without state loss.
- [ ] Editor Tooling: Building out more
GuiToolLayers for scene inspection and entity manipulation.