Explore the work

Engine initiatives

Showing all 26 initiatives

RenderingIn progress

Material & node graphs

Visual material authoring with typed shader nodes, graph assets, GLSL generation, live preview, and a shared foundation for node-based workflows.

In development
RenderingIn progress

Forward+ Renderer

Forward+ light culling and clustered shading for many dynamic lights, integrated with the engine’s material and shadow systems.

Mostly complete
RenderingIn progress

Cinematic camera effects

Film simulation, lens flares, physical depth of field, chromatic aberration, and painting-style post-processing.

Active
RenderingComplete

Transparency & GPU culling

GPU visibility culling, HZB occlusion tests, and transparent draw sorting integrated into the renderer.

Shipped
Tools & AIComplete

Render inspection & profiling

Per-pass GPU timings, CPU scopes, metrics, screenshots, render-graph inspection, and diagnostics tooling.

Shipped
Editor & UIComplete

Editor workspace

A dockable visual editor with inspector panels, scene view, search, project tools, shortcuts, and a component library.

Shipped
Editor & UIIn progress

Scene & asset workflows

Scene schemas, hierarchy tooling, mesh picking, project folders, thumbnails, importers, and editor-side asset management.

Active
Editor & UIComplete

Smart Folders

Saved project and global views that collect assets automatically by file type, name, regular expression, tags, and version-control status.

Shipped
Editor & UIComplete

Asset tags

Project-defined coloured tags for labeling assets, filtering Smart Folders, and keeping large content libraries easy to navigate.

Shipped
Editor & UIComplete

Git version control

Git workspace detection, asset status badges, commits, diffs, logs, and project-aware source-control workflows from the editor.

Shipped
Editor & UIComplete

Lore version control

Lore integration through the editor’s provider system, with repository detection, status reporting, history, and server-backed update workflows.

Shipped
Editor & UIComplete

Subversion version control

Subversion support through the shared source-control provider interface, including repository status, diffs, history, and commit workflows.

Shipped
Editor & UIComplete

Diversion version control

Diversion integration with server-backed status, reviewable changes, history, and update actions available alongside the project assets.

Shipped
FoundationComplete

High-performance ECS

C++20 component registration, data-oriented storage, fluent queries, scheduling, and rendering integration.

Shipped
FoundationComplete

Asset database & runtime

GUID-based references, a Git-friendly asset database, parsers, streaming services, derived data, and file watching.

Shipped
FoundationComplete

Physics, audio & input

Physics ECS with opt-in collision and trigger events, plus native audio and input modules for gameplay systems.

Shipped
Gameplay & ScriptingComplete

CoreCLR C# scripting

Managed scripting with native interop, a compile server, incremental compilation, and asynchronous hot reload.

Shipped
Editor & UIComplete

XML/CSS UI system

XML layouts, CSS-like selectors and variables, Yoga layout, custom controls, events, text rendering, and live reload.

Shipped
AnimationIn progress

GPU humanoid retargeting

GPU-resident cross-rig animation playback for Mixamo, Synty, MetaHuman, glTF, and VRM-style characters, with CPU preview.

Phase 10
AnimationIn progress

Animation authoring

Animation windows, controllers, graph nodes, skinning support, retargeting samples, and dedicated regression coverage.

Active
World buildingIn progress

Terrain & natural worlds

Terrain, CBT terrain, terrain grass, ocean, splines, and ECS integrations for constructing large environments.

Active
World buildingIn progress

Atmosphere & effects

Volumetric and height fog, GPU fog particles, portable particles, text, and lens-flare systems for scene atmosphere.

Active
MultiplayerPlanned

Multiplayer foundation

Networking foundations for replicated worlds, entity state synchronization, client/server iteration, and practical multiplayer testing workflows.

Planned
Tools & AIComplete

MCP editor automation

An MCP server for driving the editor, querying scenes and ECS, reading logs, capturing screenshots, and running build/test loops.

Shipped
PlatformIn progress

Standalone Player

A dedicated Player runtime target alongside the Editor, with continued work on packaging and distribution workflows.

Active
PlatformIn progress

Cross-platform editor

Native C++ Engine and Editor builds across Windows, macOS with Metal support, and Linux. Managed scripting remains Windows-first.

Active

A living plan

The road ahead.

This roadmap communicates intent, not release dates. Work may move between stages as technical discoveries, contributors, and real-world projects shape the engine.

Follow development on GitHub