Fx2D Roadmap
This file tracks the next feature and robustness targets for Fx2D.
Priority Targets
- Add more collision shapes.
Start with a few high-value shapes that unlock better level geometry and character collision:
- capsules
- line segments / edges
- chain or polyline colliders
- rounded boxes or other rounded convex variants
- Add higher-level query and event systems.
Build public scene/world APIs for:
- ray casts
- overlap queries
- shape queries
- sensors / trigger-only fixtures
- buffered contact and sensor events exposed after each step
- Add continuous collision support.
Reduce tunneling for fast movers with:
- time-of-impact style sweeps
- speculative contacts
- fast-body or bullet-style handling for selected entities
- Harden broad-phase and collision robustness.
Continue the registry-backed dynamic AABB tree cleanup and tighten collision stability for:
- stacking
- restitution edge cases
- friction stability
- sleeping / waking interactions
- Expand test coverage and regression coverage.
Add more automated checks for:
- YAML scene loading
- joints and motor control
- collision manifolds and solver regressions
- broad-phase updates and removal paths
- fast-moving body edge cases once CCD lands
- Add more examples and docs around newer features.
Prioritize:
- joint control examples for position, velocity, and effort
- scene YAML examples that include joints
- query/event examples once those APIs exist
Why These Matter
- More shapes improve practical scene authoring and reduce the need for awkward polygon approximations.
- Query and event APIs make Fx2D more usable as an engine subsystem, not just a step-and-render loop.
- Continuous collision is one of the biggest gaps for fast-moving bodies.
- Better tests and solver regression coverage are key to making the engine more trustworthy as features grow.