road to 1.0.0
#227
imrn99
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1.0.0
The crate is reaching a state (feature-wise) which I consider acceptable for a big release. This issue can be used to (a) argue about that claim, and (b) list in detail desirable stuff to do / process before such a release.
Because of (a) the size of the project, and (b) my code first rewrite later approach, the project probably has accumulated some unnecessary complexity. While I try to refactor my code once it works, it's not perfect each time, and it may have piled up. Going over everything looking for simplifications should be a good idea.
Done in #166 (doc) and ?
There are too many examples, for not so much useful information. This is especially true for render examples.
Done in #156
Seeing how bevy operates gave me idea for cleaner dependency specificication across our own crates. This, coupled with
prelude
modules, could give a simpler all-in-one crate to add as dep for using honeycomb.This would also be an opportunity to formalize naming across the repo, since this is not a solved problem.
Done in #159
Tests have been successful using a total of ~30 2D geometries (see #151); including a trace of this in the main repository would be good, but I'm not sure how to do this without generating too much noise.
Done with #153, included in
0.5.0
Using
wgpu
was great to learn about render architecture / pipeline, but rewriting all graphical logic from scratch is not something that I wanted to do. In order to greatly enhance the visualizer (without greatly enhancing my workload), I rewrote it usingbevy
. See #144.I'm thinking about making everything in its crate public to leave open the possibility of writing custom rendering code (e.g. curved edge making use of attributes).
With the visualizer's rewrite, the total number of deps seem to be approximately 400. I'm sure there's a lot that are not really necessary, most notably in optional
bevy
features.Done in #165
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