3 Issue Roadmap
John McCardle edited this page 2026-02-07 23:49:10 +00:00

Issue Roadmap

Status: 32 open issues (as of February 2026) Organization: Issues grouped by system and priority tier

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Overview

McRogueFace has made substantial progress since October 2025, closing over 60 issues across performance, animation, UI hierarchy, input handling, procedural generation, and cross-platform deployment. The engine now has a mature foundation with 32 remaining open issues, most of which are tier 2-3 enhancement work rather than blocking foundation issues.

Priority Tiers:

  • Tier 1: Active Development - Current focus, critical path items
  • Tier 2: Foundation Work - Important but not blocking near-term goals
  • Tier 3: Future Features - Deferred until after current priorities
  • Tier 4: Deferred - Long-term / speculative

Recently Completed Milestones

The engine has been exceptionally productive since October 2025. Major systems that are now done:

Performance Foundation (All Complete)

  • #104 Basic profiling/metrics
  • #113 Batch operations for Grid
  • #115 SpatialHash implementation
  • #116 Dirty flag system
  • #144 Dirty flag caching
  • #146 FOV optimization

Animation System (All Complete)

  • #100 Rotation support
  • #119 Animation callbacks
  • #120 Animation property locking

Python Binding Layer (All Complete)

  • #101 Standardize constructor defaults
  • #109 mcrfpy.Vector convenience
  • #126 Perfect Python interface generation

Documentation Infrastructure (All Complete)

  • #91 Python type stub files (.pyi)
  • #92 Inline C++ documentation system (MCRF_* macros)
  • #97 Automated API documentation

UI Component Hierarchy (All Complete)

  • #102 Global position property
  • #118 Scene as drawable
  • #122 Parent-child UI system

Input System (All Complete)

  • #138-#142 AABB hit testing, mouse events, click/hover callbacks

Grid System (Major Progress)

  • #132 Grid children
  • #147-#150 Grid layer system (TileLayer, ColorLayer, WangTileLayer)

Procedural Generation (Complete System)

  • #192-#210 Full procgen toolkit: BSP, HeightMap, NoiseSource, DiscreteMap
  • Tiled XML/JSON import pipeline
  • LDtk import with auto-rule resolution

Cross-Platform (All Complete)

  • #157 Headless execution mode
  • #158 Emscripten/WASM deployment
  • #172-#173 Timer refactor

Rendering

  • #106 Shader support

Current Open Issues (32)

3D System Gaps

Tier 2 Foundation - VoxelGrid and Entity3D polish

Issue Title Notes
#245 screen_to_world() only intersects Y=0 plane Limits 3D picking
#244 Entity3D.viewport returns None Missing back-reference
#243 EntityCollection3D missing pop(), find(), extend() API parity with 2D
#242 Entity3D.animate() raises NotImplementedError Blocks 3D animation

Rendering Enhancements

Issue Title Tier
#237 Multi-tile entities using composite sprites Tier 3
#236 Multi-tile entities using oversized sprites Tier 3
#235 Texture display bounds for non-uniform sprite content Tier 3
#234 Entity origin offset for oversized sprites Tier 3
#233 Enhance Entity rendering and positioning capabilities Tier 3
#227 Silent failure when RenderTexture creation fails Tier 1 bugfix
#107 Particle system Tier 3

#227 is the only tier 1 item here - a silent failure that should at minimum emit a warning.


WebAssembly / Playground

Tier 3 Future - WASM deployment is working; these improve developer experience

Issue Title
#240 Playground troubleshooting docs
#239 Automated WASM testing infrastructure
#238 Emscripten debugging infrastructure

Animation

Issue Title Tier
#218 mcrfpy.Color and mcrfpy.Vector animation targets Tier 2

Grid System

Issue Title Tier
#152 Sparse Grid Layers Tier 3
#149 Reduce UIGrid.cpp size (refactor) Tier 3
#145 TexturePool with power-of-2 bucketing Tier 4
#124 Grid Point Animation Tier 4
#67 Grid Stitching: infinite world Tier 3

Performance

Issue Title Tier
#117 Memory Pool for Entities Tier 3

The performance foundation is complete (profiling, spatial hash, dirty flags, batch ops, FOV optimization). This remaining issue is an advanced optimization for entity-heavy scenarios.


LLM Agent Testbed

Tier 2-3 - Research and experimentation platform

Issue Title Tier
#156 Turn-based LLM Agent Orchestration Tier 2
#154 Grounded Multi-Agent Testbed Tier 2
#55 Agent Simulation Environment Tier 3

Platform & Distribution

Issue Title Tier
#220 Subinterpreter Support Tier 4
#70 Package without embedded interpreter Tier 3
#62 Multiple Windows Tier 3
#54 Jupyter Notebook Interface Tier 3
#53 Alternative Input Methods Tier 2
#46 Subinterpreter tests Tier 4
#45 Accessibility modes Tier 4

Tutorial & Demo

Issue Title Tier
#167 r/roguelikedev Tutorial Series Demo Game Tier 2

Immediate Focus: 7DRL 2026

7DRL 2026 is imminent (February/March 2026). The engine is in strong shape for a game jam entry. Current priorities:

  1. Stability over new features - The engine has a comprehensive feature set; focus on polish and bug fixes
  2. #227 RenderTexture silent failure - The one tier 1 bugfix that could cause hard-to-debug issues during a jam
  3. 3D system polish (#242-#245) - If 7DRL uses the 3D/voxel system, these gaps need attention
  4. Tutorial demo game (#167) - Validates the full engine workflow

The completed procgen system (BSP, noise, heightmaps, Tiled/LDtk import, Wang tiles) and the mature animation, input, and UI systems provide a solid foundation for rapid game development.


Issue Statistics

By Priority Tier:

  • Tier 1 (Active): 1 issue (#227)
  • Tier 2 (Foundation): 8 issues
  • Tier 3 (Future): 16 issues
  • Tier 4 (Deferred): 4 issues
  • Untiered: 3 issues (WASM tooling)

By System:

  • 3D System: 4 issues
  • Rendering: 7 issues
  • WebAssembly: 3 issues
  • Animation: 1 issue
  • Grid System: 5 issues
  • Performance: 1 issue
  • LLM Agent: 3 issues
  • Platform/Distribution: 7 issues
  • Tutorial/Demo: 1 issue

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Last updated: 2026-02-07