A
- Build system
- Linux
- Windows
- Logging system
- Windowing
- Window creation
- Event loop
- input handling
- Keyboard
- Mouse
- Joystick
- Basic Render
- Camera
- Asset
- Hot reloadable shaders and assets
- Scene
- Planet
- Chunked planet mesh
- Quad-tree / cube-sphere mapping
- LOD system
- GPU instancing
- Procedural terrain shaders
- Atmospheric scattering
- Triplanar mapping
- Save game state
- Load game state
- Sound
- Game ui
- multithreaded job system
- Procedural generation
- Seed system
- Hash-based RNG
- Noise library (Perlin / Simplex / FBM)
- Biome system
- Height function per planet
- Material selection via noise
- Procedural flora placement
- Procedural fauna rules (later)