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@ -16,35 +16,35 @@ These are the current medium-term goals for Luanti development, in no
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particular order.
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These goals were created from the top points in a
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[roadmap brainstorm](https://github.com/luanti-org/luanti/issues/10461).
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This should be reviewed approximately yearly, or when goals are achieved.
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[roadmap brainstorm](https://github.com/luanti-org/luanti/issues/16162).
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This is reviewed approximately every two years.
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Pull requests that address one of these goals will be labeled as "Roadmap".
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PRs that are not on the roadmap will be closed unless they receive a concept
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approval within a month, issues can be used for preapproval.
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Bug fixes are exempt for this, and are always accepted and prioritized.
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approval within a month. Issues can be used for preapproval.
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Bug fixes are exempt from this, and are always accepted and prioritized.
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See [CONTRIBUTING.md](../.github/CONTRIBUTING.md) for more info.
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### 2.1 Rendering/Graphics improvements
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### 2.1 SSCSM
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The priority is fixing the issues, performance, and general correctness.
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Once that is done, fancier features can be worked on, such as water shaders,
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shadows, and improved lighting.
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Server-Sent Client-side Modding has been a long requested feature, as it
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allows game developers to highly expand the tools for their creations.
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Implementing SSCSM also means to feature more dehardcoding, furthermore
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allowing us to improve the overall performances of the engine.
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Examples include
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[transparency sorting](https://github.com/luanti-org/luanti/issues/95),
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[particle performance](https://github.com/luanti-org/luanti/issues/1414),
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[general view distance](https://github.com/luanti-org/luanti/issues/7222).
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Instead of focusing on short-term solutions that will inevitably lead to more
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technical debt to deal with, SSCSM paves the way for a cleaner architecture
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designed to stay.
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This includes work on maintaining
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[our Irrlicht fork](https://github.com/luanti-org/luanti/tree/master/irr), and switching to
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alternative libraries to replace Irrlicht functionality as needed
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### 2.2 Input Handling
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### 2.2 Internal code refactoring
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Luanti keys are currently limited to a small subset, not allowing game developers
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to map the majority of the keys a device usually offers. This limits the possibilities
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of game creators, forcing them to either implement a workaround or, worse, forget
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about it.
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To ensure sustainable development, Luanti's code needs to be
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[refactored and improved](https://github.com/luanti-org/luanti/pulls?q=is%3Aopen+sort%3Aupdated-desc+label%3A%22Code+quality%22).
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This will remove code rot and allow for more efficient development.
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Using a gamepad also represents a known issue in Luanti, as some devices might not
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work at all or result in an uncomfortable user experience.
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### 2.3 UI Improvements
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@ -55,15 +55,6 @@ be a replacement for HUDs, allowing for a unified API.
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A [new mainmenu](https://github.com/luanti-org/luanti/issues/6733) is needed to
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improve user experience. First impressions matter, and the current main menu
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doesn't do a very good job at selling Luanti or explaining what it is.
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A new main menu should promote games to users, allowing Minetest Game to no
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longer be bundled by default.
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The UI code is undergoing rapid changes, so it is especially important to make
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an issue for any large changes before spending lots of time.
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### 2.4 Object and entity improvements
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There are still a significant number of issues with objects.
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Collisions,
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[performance](https://github.com/luanti-org/luanti/issues/6453),
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API convenience, and discrepancies between players and entities.
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