Synapse Engine Roadmap
Tracking the current development directions, active tasks, and future ideas for the engine.
Ideas / Backlog
10Render Graph: Automatic DAG
P5Build an automatic Directed Acyclic Graph (DAG) for image and memory barriers.
Global Pipeline State Tracking
P4Implement a robust system for global pipeline state tracking.
DirectX 12 Backend
P4Complete DirectX 12 rendering backend implementation.
Shader Tangent/Normal Bits
P3Configure and fix Tangent Dx/Normal bit settings within the shader pipeline.
Skybox / HDRI Support
P2Add rendering support for skyboxes and HDRI environment maps.
Subgroup Size Requirement
P2Enforce Vulkan subgroup size requirement to strictly 32.
Device Generated Commands
P2Modern GPU-driven rendering approach using Vulkan DGC.
CMake & Linux Support
P2Migrate build system to CMake to introduce cross-platform Linux support.
Nvidia ReBAR Toggle
P1Add functionality to enable/disable Nvidia Resizable BAR.
Work Graph Abstraction
P0In Progress
1Triangle/Convex collider visualization
P0Done
20Ecs Parent-Child Hierarchy
P5Implement parent-child relationships with flat tree indexing for parallel transform updates.
ECS Scene Serialization
P4Implement Nlohmann JSON and data-oriented binary serialization for the ECS.
SAH BVH Animation Integration
P4Integration
Animation Global Colliders
P4Calculate and update global frame colliders for animated entities.
Morton Radix Sort Fixes
P3Fix Morton Radix sort bugs and implement wireframe visualization.
Forward+ Tile Debugging
P3Fix rendering bugs related to the Forward+ tile-based pipeline.
CPU Reduced Model Rendering
P3Create a reduced CPU representation/proxy for loaded models.
Physics: Jolt & Taskflow
P2Integrate Jolt Physics utilizing the Taskflow threadpool for jobs.
Triangle / Convex Colliders
P2Add support for model-level triangle and convex colliders.
Dynamic Resource GPU Buffers
P2Implement dynamic GPU buffer management for loaded models, animations and materials.
Meshlet Collider Visualization
P1Add debug visualization specifically for meshlet-based colliders.
Model Binary SSD Cache
P1Implement binary caching for models to SSD for faster loading times.
Point Light Gpu Driven and Work Graph based shadow culling
P0Spot Light Gpu Driven and Work Graph based shadow culling
P0Direction Light Gpu Driven and Work Graph based shadow culling
P0Box/Sphere/Capsule collider wireframe visualization
P0SSAO
P0Vulkan Validation Error fix
P0Scene Serialization
P0Serialization Pipeline
P0Binary, Json, Xml, Yaml, Toml