Beginning of the year we posted our roadmap for the first half of 2019 and now that we’re halfway through it’s time to summarise what we’ve done so far:
Engine
Resource properties
Not finished yet. Work planned to start beginning of Q2.
Multi-texturing
Not started yet. Plan is still to ship this functionality in H1.
Modularization
Webview moved to a native extension.
Push and Facebook soon to follow.
IAP sometime during Q2.
Audio
Design for an improved audio system is on-going.
Bug fixes and improvements
The source of one ANR has been identified and fixed.
os.exit() (hard exit) vs sys.exit() (clean exit).
One other ANR source has been identified and will be fixed soon.
HTTP requests and blocking calls to getaddrinfo while engine is shutting down.
Platform compliance
iOS SDK 12 support has been added.
Migration from GCM to FCM done.
Android 64-bit support in progress.
With upgrade to LuaJIT 2.1-beta3
Metal and Vulkan
Very good progress is made.
Shaders are now cross compiled using SPIR-V.
Proof of concept with Defold running Metal via MoltenVK and Vulkan on iOS.
Improved 3D support
We released local vertex space support in 1.2.146.
Custom vertex formats planned for end of Q2.
New platforms
iOS simulator support has been delayed.
New plan is to release it early Q2.
Google Play Game Services
Plan is to start working on this early in Q2.
Editor
Unified build pipeline
This has been down-prioritized with a new plan to release before end of Q2.
Improved undo workflow
Will be released early Q2.
Editor extensions
A design for editor script extensions has been made.
Is there any other plan for the editor other than those big tasks?
I feel there’s a lot of usability fixes/addition that the editor could benefit from, and that would help streamline the workflow
We are constantly improving the editor. Our recent release notes shows that we’re doing quite a few things in the editor currently.
The roadmap lists high level larger tasks and not the nitty gritty details. We will continue to make improvements to both editor and engine. We will work on more things than those in the roadmap.
Most of these are already in tickets but just to give an example:
drag and drop. Would love for example to add a script to a go by just dragging it from the assets list into the outline
keybindings. I test a lot on both desktop, mobile and html5. I really miss an hot key for the build html5 option
reordering of animation frames by drag and drop in the editor. Currently I have to open the text file and change it there
maximizing the code editor window
go.property support for table of index+string pairs, that would result in a drop down menu in the editor
remove a project from the long list of previously opened projects at the start of the editor. Sometimes you test things but you don’t want to delete it just to clean up that list
mute a script or a go in the editor for testing purposes, without having to remove it from the outline
be able to collapse groups of options in the project settings window. It has become a really long list of options that you need to scroll through.
Actually, you can use Alt+Up/Down for that . The only issue there is that even changing the order of the frames triggers atlas re-generation, which hangs the editor ~1s, making larger reordering tasks still require a text editor.
Yeah! so then, lighting with normal mapping will be possible to implement easier? Will you guys, please, add some explanation or tutorial about multi texturing after the release?
Isn’t that an unnecessary restriction? Maybe I have a common layer that want to use as a second texture in multiple shaders? Say, like a noise texture. Why not each atlas is a texture, except components/materials can accept multiple texture slots.
If you have multiple atlas files, say one with a diffuse and one with a normal images, how would you then connect the two? You still want to be able to do things such as sprite.play_flipbook() with an image/animation name and not have to worry about the sprite using a multi texture atlas.
Hmmm… Yeah. I see it now. That’s a good way of doing it. Though I’d like to have the option to also have detached textures that I can use separately in a material. A burning paper tresholding shader with a noisy texture comes to mind, as an example. You’d want to use the same noise texture everywhere you apply the material, regardless of the actual sprite texture.