You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
These will likely just be inflators that direclty read the properties, create an Object3D, and call addObject3DComponent. Depending on what they do they may or may not also add a tag component if they need to do any special cleanup outside of what Object3DTag is used for.
text [Takahiro] Polish text bitecs #5933
(JSX component done but might need some properties remapped, maybe think about TODOS around a system for calling sync() on all texts once per frame instead of in every system that uses them.)
largely done, need some property mapping and link needs to be figured out and need to handle "controls" and other mediaOptions in existing loaders like image and video
model [Takahiro] Add ModelLoader to bitecs #5953
JSX component is done, needs a "loader" version for GLTFs like we did for image/video.
loop-animation [Takahiro] Add Mixer Animation to bitecs #5938
(likely right time to do some form of animationMixerSystem, start to think about networking, though not implementing that part)
uv-scroll [Dom]
(see if we can deal with material components in a less hacky way now)
Physics
Most of the current implementation of physics in BitECS now is hardcoded. Note: we can probably get pretty far with most environments by just re-implementing the auto shape generation we do for scenes without any physics components.
Ideally we can redo these to directly work with the WebAudio API and skip the threejs objects. Should simplify the code a bunch since we need to reach into the internals a bunch to do what we are doing now.
billboard [keianhzo] Migrate billboard to bit-ecs #5901
(needed as is, but also a good time to think about how other engines handle billboarding as more of a rendering concept)
media-frame [keianhzo] Bit media frames physics #6003
system currently only handles capturing aframe objects. Needs property mapping for loading. Possible we want to hold off on doing this until we are ready to flip newLoader so that we can write the system entirely about new objects.
networked-drawing-buffer
Used in pinned drawings to allow re-editing them. Quite low priority and complex. Should probably just be done when we redo the pen / drawing stuff.
video-texture-source [Dom]
video-texture-target (material component) [Dom]
Environment and Objects
spawner
spawn-point (maps to waypoint)
frustum
skybox
background
fog
shadow
Not component burndown but needed before flipping newLoader to default
networked-transform needs some form of lerping, ideally something that is somewhat physics aware.
Simple Object3Ds
These will likely just be inflators that direclty read the properties, create an Object3D, and call
addObject3DComponent
. Depending on what they do they may or may not also add a tag component if they need to do any special cleanup outside of what Object3DTag is used for.(JSX component done but might need some properties remapped, maybe think about TODOS around a system for calling
sync()
on all texts once per frame instead of in every system that uses them.)Media Loaders
largely done, need some property mapping and link needs to be figured out and need to handle "controls" and other mediaOptions in existing loaders like image and video
JSX component is done, needs a "loader" version for GLTFs like we did for image/video.
Mostly done. Needs support for HLS / DASH added in, and work done for owner selection for pinned videos.
Animation
(likely right time to do some form of animationMixerSystem, start to think about networking, though not implementing that part)
(see if we can deal with material components in a less hacky way now)
Physics
Most of the current implementation of physics in BitECS now is hardcoded. Note: we can probably get pretty far with most environments by just re-implementing the auto shape generation we do for scenes without any physics components.
Audio
Ideally we can redo these to directly work with the WebAudio API and skip the threejs objects. Should simplify the code a bunch since we need to reach into the internals a bunch to do what we are doing now.
Misc
(needed as is, but also a good time to think about how other engines handle billboarding as more of a rendering concept)
system currently only handles capturing aframe objects. Needs property mapping for loading. Possible we want to hold off on doing this until we are ready to flip
newLoader
so that we can write the system entirely about new objects.Used in pinned drawings to allow re-editing them. Quite low priority and complex. Should probably just be done when we redo the pen / drawing stuff.
Environment and Objects
Not component burndown but needed before flipping newLoader to default
The text was updated successfully, but these errors were encountered: