# Plan for Blaze ## Local Steps - [X] Initial Setup and Yak-shaving. - [X] vcpkg - [X] compile flags etc. - [X] SDL3 - [X] volk - [X] Clear Screen - [X] Create Window - [X] Load instance - [X] Create surface - [X] Choose physical device - [X] Create logical device - [X] Create swapchain - [X] Clear Render Attachments - [X] Create a Triangle - [X] Create pipeline - [X] Draw - [ ] Create a Box - [ ] Create Vertex buffer - [ ] Load texture - [ ] Draw - [ ] Refactor ## Features - [ ] Scene Rendering - [ ] glTF2.0 Loading - [ ] Level of Detail - [ ] Model Optimization - [ ] Occlusion Culling - [ ] Terrain - TBD - [ ] Rendering Methods - [ ] Forward - [ ] Deferred - [ ] Clustered-Forward - [ ] V-Buffer - [ ] Shadows - [ ] Directional Shadow - [ ] Percentage-Closer Filtering - [ ] Cascaded Shadow Maps - [ ] Percentage-Closer Soft Shadows - [ ] Omni-directional Shadows - [ ] Cubemap - [ ] Dual-Paraboloid - [ ] Animation - [ ] Skeletal-Animation - [ ] GPU based instanced skeletal-animation - [ ] Tranparency - [ ] Transparency pass - [ ] Depth-peeling Order-independent Transparency