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Update roadmap (#16468)

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Zughy
2025-10-09 11:48:09 +02:00
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@@ -16,35 +16,46 @@ These are the current medium-term goals for Luanti development, in no
particular order.
These goals were created from the top points in a
[roadmap brainstorm](https://github.com/luanti-org/luanti/issues/10461).
This should be reviewed approximately yearly, or when goals are achieved.
[roadmap brainstorm](https://github.com/luanti-org/luanti/issues/16162).
This is reviewed approximately every two years.
Pull requests that address one of these goals will be labeled as "Roadmap".
PRs that are not on the roadmap will be closed unless they receive a concept
approval within a month, issues can be used for preapproval.
Bug fixes are exempt for this, and are always accepted and prioritized.
approval within a month. Issues can be used for preapproval.
Bug fixes are exempt from this, and are always accepted and prioritized.
See [CONTRIBUTING.md](../.github/CONTRIBUTING.md) for more info.
### 2.1 Rendering/Graphics improvements
### 2.1 SSCSM
The priority is fixing the issues, performance, and general correctness.
Once that is done, fancier features can be worked on, such as water shaders,
shadows, and improved lighting.
Server-sent client-side modding (SSCSM) is a long requested feature (both by
modders and core devs) where, as the name suggests, the server sends modding
scripts to the client for it to execute in a sandbox. This allows mods to run
code on the client, similar to how web pages can run javascript code in web
browsers.
Examples include
[transparency sorting](https://github.com/luanti-org/luanti/issues/95),
[particle performance](https://github.com/luanti-org/luanti/issues/1414),
[general view distance](https://github.com/luanti-org/luanti/issues/7222).
Due to the avoided network latency, the engine can provide APIs in this new
scripting environment for things that need to happen in a synchronous fashion,
allowing mods to overwrite various things that are currently hard-coded in the
client.
For some APIs, it also just makes more sense to have them exist on the client,
and not tunnel every call through the server, only leading to technical debt
once SSCSM arrives.
Lastly, parts of the computation of mods can be moved to the client, improving
server performance.
This includes work on maintaining
[our Irrlicht fork](https://github.com/luanti-org/luanti/tree/master/irr), and switching to
alternative libraries to replace Irrlicht functionality as needed
Instead of focusing on short-term solutions that will inevitably lead to more
technical debt to deal with, SSCSM paves the way for a cleaner architecture
designed to stay.
### 2.2 Internal code refactoring
### 2.2 Input Handling
To ensure sustainable development, Luanti's code needs to be
[refactored and improved](https://github.com/luanti-org/luanti/pulls?q=is%3Aopen+sort%3Aupdated-desc+label%3A%22Code+quality%22).
This will remove code rot and allow for more efficient development.
Luanti keys are currently limited to a small subset, not allowing game developers
to map the majority of the keys a device usually offers. This limits the possibilities
of game creators, forcing them to either implement a workaround or, worse, forget
about it.
Using a gamepad also represents a known issue in Luanti, as some devices might not
work at all or result in an uncomfortable user experience.
### 2.3 UI Improvements
@@ -55,15 +66,6 @@ be a replacement for HUDs, allowing for a unified API.
A [new mainmenu](https://github.com/luanti-org/luanti/issues/6733) is needed to
improve user experience. First impressions matter, and the current main menu
doesn't do a very good job at selling Luanti or explaining what it is.
A new main menu should promote games to users, allowing Minetest Game to no
longer be bundled by default.
The UI code is undergoing rapid changes, so it is especially important to make
an issue for any large changes before spending lots of time.
### 2.4 Object and entity improvements
There are still a significant number of issues with objects.
Collisions,
[performance](https://github.com/luanti-org/luanti/issues/6453),
API convenience, and discrepancies between players and entities.