Material & node graphs
Visual material authoring with typed shader nodes, graph assets, GLSL generation, live preview, and a shared foundation for node-based workflows.
Explore the work
Showing all 26 initiatives
Visual material authoring with typed shader nodes, graph assets, GLSL generation, live preview, and a shared foundation for node-based workflows.
Forward+ light culling and clustered shading for many dynamic lights, integrated with the engine’s material and shadow systems.
Film simulation, lens flares, physical depth of field, chromatic aberration, and painting-style post-processing.
GPU visibility culling, HZB occlusion tests, and transparent draw sorting integrated into the renderer.
Per-pass GPU timings, CPU scopes, metrics, screenshots, render-graph inspection, and diagnostics tooling.
A dockable visual editor with inspector panels, scene view, search, project tools, shortcuts, and a component library.
Scene schemas, hierarchy tooling, mesh picking, project folders, thumbnails, importers, and editor-side asset management.
Saved project and global views that collect assets automatically by file type, name, regular expression, tags, and version-control status.
Project-defined coloured tags for labeling assets, filtering Smart Folders, and keeping large content libraries easy to navigate.
Git workspace detection, asset status badges, commits, diffs, logs, and project-aware source-control workflows from the editor.
Lore integration through the editor’s provider system, with repository detection, status reporting, history, and server-backed update workflows.
Subversion support through the shared source-control provider interface, including repository status, diffs, history, and commit workflows.
Diversion integration with server-backed status, reviewable changes, history, and update actions available alongside the project assets.
C++20 component registration, data-oriented storage, fluent queries, scheduling, and rendering integration.
GUID-based references, a Git-friendly asset database, parsers, streaming services, derived data, and file watching.
Physics ECS with opt-in collision and trigger events, plus native audio and input modules for gameplay systems.
Managed scripting with native interop, a compile server, incremental compilation, and asynchronous hot reload.
XML layouts, CSS-like selectors and variables, Yoga layout, custom controls, events, text rendering, and live reload.
GPU-resident cross-rig animation playback for Mixamo, Synty, MetaHuman, glTF, and VRM-style characters, with CPU preview.
Animation windows, controllers, graph nodes, skinning support, retargeting samples, and dedicated regression coverage.
Terrain, CBT terrain, terrain grass, ocean, splines, and ECS integrations for constructing large environments.
Volumetric and height fog, GPU fog particles, portable particles, text, and lens-flare systems for scene atmosphere.
Networking foundations for replicated worlds, entity state synchronization, client/server iteration, and practical multiplayer testing workflows.
An MCP server for driving the editor, querying scenes and ECS, reading logs, capturing screenshots, and running build/test loops.
A dedicated Player runtime target alongside the Editor, with continued work on packaging and distribution workflows.
Native C++ Engine and Editor builds across Windows, macOS with Metal support, and Linux. Managed scripting remains Windows-first.
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A living plan
This roadmap communicates intent, not release dates. Work may move between stages as technical discoveries, contributors, and real-world projects shape the engine.
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