plutoengine/NEXT_RELEASE_DRAFT.md

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## Features targeted for 22.0.1.0-alpha.0
* The stage subsystem
* A "stage", in this context, is a set of assets bound together
by programming logic, not necessarily a game level.
Stage switching and asset management are handled by the engine.
* Upon stage switch
1. Unload unused assets
2. Load new assets
* Provide multiple means of stage switching
* Three modes with the initial release
1. Instant switch
* Assets will be loaded and unloaded synchronously
* The stage switch will happen in one frame
2. Deferred switch
* The stage will continue running until all assets load
* Assets will load synchronously, but at a slower pace
to avoid frame stutter
3. Asynchronous switch
* Assets will be loaded in asynchronously, where applicable
* Falls back to deferred switching for synchronous loading,
such as OpenGL texture upload
* Automated asset loading
* All asset management will eventually be handled by `PlutoCore`
* This includes audio clips, textures, sprites
* Add a common interface for all assets
* Let the stage system handle audio playback
* This API should be as neutral as possible and avoid steering towards
game-only use
* The stage manager should be relatively low-overhead and allow multiple
instances
* Allow stages to be inherited from, creating a stack-like structure
* `[PlutoAudio]` Integrate the Audio API with the Stage API
* `[PlutoGUI]` Initial implementation of the new font renderer
* Full rewrite
* High quality font rendering
* Subpixel rendering support [?]
* Possibly a new system for bitmap fonts
* Improve upon the support of thread-local Pluto instances
* The long term goal is to allow an unlimited amount of Pluto applications at any given time
## Features targeted for 22.0.1.0-alpha.1
* TBD