# Windjammer TODO List
**Last Updated:** 2025-12-04
**Status:** Active Development - TDD + Dogfooding
---
## ๐๐๐ MILESTONE: PLATFORMER IS PLAYABLE! ๐๐๐
### Complete! First Playable Windjammer Game!
**Priority:** โ
DONE
**Status:** Complete!
**Context:** Full stack working - compiler โ game engine โ rendering โ input โ playable game!
**What Works:**
- โ
Platformer game compiles from Windjammer source
- โ
Window opens (800x600 using winit)
- โ
**wgpu 2D rendering!** (draw_rect, draw_circle)
- โ
**Real keyboard input!** (WASD, Arrows, Space, Escape, etc.)
- โ
Mouse input handling (position, clicks)
- โ
Physics simulation (gravity, collision)
- โ
**Player moves and jumps!**
- โ
**Platforms render and collide!**
**To Play:**
```bash
cd windjammer-game/examples/build
cargo run --bin platformer_test
```
- WASD / Arrow keys: Move
- Space / W / Up: Jump
- Close window to exit
---
## ๐ Previous Milestones
### windjammer-game-core BUILDS! (92โ0 errors)
**Status:** โ
Complete!
**Major Wins:**
- โ
Auto-generate mod.rs for multi-file projects
- โ
Fix Copy type parameters in trait methods
- โ
Added Copy derive to Color, Tile, TileType structs
- โ
Remove std::ui and std::game from stdlib
- โ
Fixed String literal conversion
- โ
Fixed window types (intโu32)
- โ
Fixed ownership/borrowing for all modules
### Trait Bound Inference (NEW!)
**Status:** โ
Complete!
**Context:** Automatically infers trait bounds for generic type parameters
**What Was Implemented:**
- โ
Infers `Display` from `println!("{}", x)`
- โ
Infers `Debug` from `println!("{:?}", x)`
- โ
Infers `Clone` from `x.clone()`
- โ
Infers `Add<Output = T>` from `x + x` (not just `Add`)
- โ
Infers `Copy` when variable used twice in operators
- โ
Infers `Sub`, `Mul`, `Div` with `Output = T` for same-type ops
- โ
Automatically imports required traits (`std::fmt::Display`, `std::ops::Add`, etc.)
**Example:**
```windjammer
fn double<T>(x: T) -> T {
x + x // Infers T: Add<Output = T> + Copy
}
```
**Compiler Improvements:**
- Removed unnecessary `.to_string()` on string literals
- Better ownership inference for struct methods
- Proper `&str` handling in FFI calls
- Added `is_mutable` field to Parameter AST
**Test Status:**
- โ
206+ unit tests passing
- โ
All integration tests passing
- โ
Game engine builds cleanly
---
## ๐ฅ Next Priority: Enhance the Game!
### Text Rendering
**Priority:** HIGH
**Status:** โ
Complete!
**Goal:** Display FPS, controls, status text in the platformer
**Implemented:**
- โ
Bitmap font using 5x7 pixel characters
- โ
`draw_text()` method on Renderer2D
- โ
Supports A-Z, 0-9, punctuation
- โ
Platformer displays FPS, controls, status!
### Sprite/Texture Rendering
**Priority:** MEDIUM
**Status:** In Progress
**Goal:** Load and render sprites for proper game graphics
**Implemented:**
- โ
TextureManager for loading PNG/JPEG images
- โ
Texture data accessible by handle
- โ
Textured WGSL shader with UV coords
- โณ GPU texture upload (pending)
- โณ Renderer integration (pending)
**What we still need:
1. Texture loading (PNG support via `image` crate)
2. Implement `draw_sprite` with texture binding
3. Test with a sprite-based game
---
## ๐ ๏ธ Compiler Improvements (Ongoing)
### String โ &str Automatic Borrow Inference
**Priority:** MEDIUM (partially done)
**Status:** Basic implementation complete
**Current State:**
- โ
Function calls no longer add unnecessary `.to_string()` to string literals
- โณ Struct field initialization still needs explicit `.to_string()` in some cases
### Source Maps with Relative Paths
**Priority:** MEDIUM
**Status:** Pending
**Fix Needed:**
- Use relative paths from workspace root
- Detect workspace root dynamically
- Test across different machines
---
## ๐ฏ Game Engine Goals
### MVP: Platformer Demo โ
COMPLETE!
**Status:** DONE!
**Steps:**
1. โ
windjammer-game-core compiles (0 errors)
2. โ
Platformer game compiles
3. โ
Window opens with input handling
4. โ
wgpu rendering works
5. โ
**Platformer is playable!**
### Next Games
- Breakout game (dogfooding test)
- Angry Birds clone (2D physics test)
- 3D FPS demo (3D rendering test)
---
## ๐งช Language Features (Planned)
### Ownership & Inference
- Closure capture analysis (by value/ref/mut)
- Local variable ownership tracking
- Move semantics for local variables
### Syntax Sugar
- Compound assignments (+=, -=, *=, /=)
- Destructuring assignment ((x, y) = (1, 2))
- Pattern matching in let (let Some(x) = opt else)
### Type System
- Trait bound inference
- Associated types as generics
- Smarter @auto derive inference
---
## ๐ง Developer Tools
### Error Handling
- Map Rust errors to Windjammer source lines
- Better error messages (colorized, helpful)
### Performance
- Performance benchmarks vs Rust
- Profiler integration
### Documentation
- Rust-style doctests in comments
- Language guide
- API reference
- Beginner tutorials
- 10+ example games
### IDE Support
- Language Server Protocol implementation
- VS Code extension (autocomplete, hover, etc.)
- Syntax highlighting
---
## ๐ฆ Package Management
### Windjammer Package Manager
- Package manager (wj add serde)
- Dependency resolution
- Version management
### Standard Library
- std/fs file system operations
- std/http client/server
- std/json parsing
- std/testing framework
---
## ๐ฎ 3D Game Engine (Long-term)
### 3D Rendering
- 3D rendering pipeline
- 3D camera system (FPS/orbit/follow)
- 3D lighting (directional/point/spot)
- 3D shadow mapping
- PBR materials
### Animation
- Skeletal animation system
- IK system
- Procedural animation
- Blend spaces
### Physics
- 3D physics integration (rapier)
- Ragdoll system
- Cloth simulation
### Environment
- Terrain system
- Water rendering
- Weather system
- Foliage
---
## ๐ Progress Metrics
**Compiler Tests:** 206+ passing (100%) โ
**Game Engine Errors:** 0 (down from 92!) ๐
**Platformer:** PLAYABLE! ๐ฎโ
**Features Working:**
- โ
Window creation (winit)
- โ
2D rendering (wgpu)
- โ
Keyboard input
- โ
Mouse input
- โ
Physics simulation
- โ
Collision detection
- โณ Text rendering (stub)
- โณ Sprite rendering (stub)
- โณ Audio (stub)
---
## ๐ก Philosophy Reminders
**"80% of Rust's power with 20% of Rust's complexity"**
- Compiler does the hard work, not the developer
- Infer what doesn't matter (ownership, mutability, simple types)
- Be explicit about what matters (algorithms, business logic)
- No workarounds, no tech debt, only proper fixes
- TDD for all compiler changes
- Dogfooding reveals real bugs
---
**Remember:** Every bug is an opportunity to make the compiler better. Every test is documentation. Every commit is progress. No shortcuts. No tech debt. Only proper fixes.
---
## ๐ Celebration!
We now have a **complete, working game** written in Windjammer:
1. Source code in `.wj` files
2. Compiled to Rust by Windjammer compiler
3. Uses wgpu for GPU rendering
4. Real-time input handling
5. Physics and collision
6. **IT'S PLAYABLE!**
This proves the Windjammer vision is viable. ๐