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View Code? Open in Web Editor NEWA modular and mobile-first 3d library in Rust, destined for the web through WebAssembly and WebGL
A modular and mobile-first 3d library in Rust, destined for the web through WebAssembly and WebGL
It would be nice to have some kind of particle system in the engine to take advantage of instanced rendering.
TBD
Allow animation through skeletal movement and vertex weights. The collada importer should be able to import them
Compute a bonding box for each mesh and draw the mesh only if it is in the camera's frustrum
It would be nice to be able to integrate Normal and Specular maps in the main shaders; they require tangent space basis.
Create a default material that supports both directionnal and point lights in any number and has a BSDF function for better looks and parametrability
Provide a light version of the default material (with no normal map or no specular map, and more basic lighting models) to fallback to when performance is bad.
Relates to #3 as an enhancement (by providing a default alternative for low-end devices)
Create a new resource for skybox details. At first, the sky box should provide choice for 3 colors: Sky, Horizon and ground
The engine should be able to detect frame rate drops and pass the information to the JS side so it downloads alternative assets before handing back the lead to the engine to hotswap assets to less demanding ones in an effort to allow a smooth overall frame rate.
Make a default material for semi-transparent objects, with mesh sorting at render time (to handle opaque objects first then transparent ones sorted by depth)
Include alternative materials (and textures) for objects depending on profile settings to adapt performance to mobile/desktop
The idea is to allow several devices to run the same game and maintain good performance the way the switch does when switching between docked mode and handheld mode
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