Roadmap and physics
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# Dusk Roadmap
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Tracking upcoming milestones for the engine.
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## Upcoming milestones
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1. Add a very basic physics engine, moving away from the current
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tile-based movement.
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2. Give entities full freedom of movement (no longer locked to tile
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grid positions).
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3. Update entity interaction, triggers, chunk management, and other
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systems that currently assume tile-based positioning so they work
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with the new 3D positioning/movement code.
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4. Investigate and fix poor UI rendering performance. Rendering the
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console alone tanks framerate despite the existing mesh
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optimizations, so there is likely more headroom to find in the
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vertex/text rendering path.
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5. Create UI elements for displaying status indicators, e.g. network
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connection state and save-in-progress.
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6. Fully test saving end-to-end on all supported platforms.
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7. Remove the tile system from chunks in favor of meshes, with
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dynamic hitboxes per chunk loaded in from the chunk file data.
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8. Create UI elements for network status: a connecting modal, an
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error state, and a connected flag. Retire the test HTTP request
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once these are in place.
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9. Build the socket server and client implementation, including
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handlers for the different packet types.
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10. Add a dedicated multiplayer entity type, `clientplayer`, alongside
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the existing `npc` and `player` types. Limit to 8 (defined
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constant) for now.
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11. Send and receive `clientplayer` position over the network.
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12. Create a UI menu for creating a server and joining a server. For
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now, join IPs are hard-coded (testing against a fixed IP of
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10.0.0.94).
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13. Create "handshake" packets. For now, just send the username,
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enforced to be under 10 characters long.
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14. Server tracks all players' positions and broadcasts them to all
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connected clients.
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15. Server sends disconnect packets for users who leave.
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16. Server assigns each client a UUID; all clients know every other
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client's UUID (used to reference them across position updates,
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disconnect packets, etc).
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17. Server notifies all clients (by UUID) when a user joins, leaves,
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or is disconnected, so clients can spawn or remove the
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corresponding `clientplayer` entity in the world.
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## Principles
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- Never trust the network implicitly. Neither side (server or client)
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should assume the other's packets are well-formed or benign --
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validate all incoming packet data defensively, since either side
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may send garbage or malicious data. Use `errorret_t` /
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`errorThrow()` for these runtime checks, not assert macros --
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asserts are debug-only and won't guard release builds against
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malformed or malicious packet data.
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