Roadmap and changelog¶
v0.1 "Studio" (pre-release)¶
The ground-up expansion of the engine into a complete, agent-first toolset.
- 195 tools over MCP, the editor socket and the C API, with schema validation and did-you-mean errors.
- Thirteen skills, eight studio-role subagents and five workflow commands for Claude Code, Codex, Gemini CLI and
Cursor, installed with
skywalker setup. - MCP resources (docs, skills, live catalogue, live studio and scene state) and prompts (roles and workflows).
- A multi-agent studio: roster with roles and permissions, task board, feedback with director decisions and measured effects, playtest bots that play, user-defined loops, a headless runner.
- A Python agent layer (
python/,sky-agents): a typed engine client, agents, shared memory, workflows, approvals, evals and tracing, an event log and hosted tools, andskywalker servefor a shared headless engine. - Custom tools agents define themselves (Wander, composite and hosted), with capabilities, limits, approval and an audit log.
- A typed compiler and register bytecode VM; functions, lists and maps, coroutines, state machines, optional types, modules and in-language tests.
- A builtin registry shared by every subsystem; a lossless node-graph view.
- Ahead-of-time compilation to native code and native C++ modules.
- Cosmetic
on framehandlers; game pause, process modes and time scale.
- G-buffer with clustered lighting (1,000+ lights), screen-space GI and reflections, TAA, MetalFX upscaling, a velocity buffer and per-object motion blur.
- Physical atmosphere with volumetric clouds and cloud shadows, light shafts, height fog.
- Point and spot light shadows from a cached shadow atlas with per-frame budgets.
- Eroded terrain with splat layers, instanced foliage with LODs, octahedral impostors, GPU-driven culling and a triangle budget.
- Camera post: auto exposure, depth of field, motion blur, looks and
.cubeLUTs. - Debug, clay and sketch views; a per-pass GPU profiler; render layers.
- GPU particles, strand hair and fur, an FFT ocean, GPU fluid fire and smoke.
- Editor quality tiers, GPU-fault detection and a cross-process GPU job lock.
- Jolt physics and Recast navigation; skeletal animation with state machines, IK and a sequencer.
- Spatial audio with a mixer and procedural sound and music; input actions with gamepads.
- 2D sprites, tilemaps and lights; UI layout and SDF text; dialogue.
- Render interpolation for high-refresh displays.
- Linked prefabs with per-instance overrides; entity links that survive renames; unique names.
- The Blender bridge, with adapters for other design apps.
- The movie renderer (H.264, HEVC, ProRes, PNG; real motion blur).
- The standalone player and
skywalker buildinto signed macOS apps.
Next¶
| Area | Planned work |
|---|---|
| Rendering | Impostor wind sway and hierarchical LODs for buildings; virtual shadow maps; hardware ray-traced reflections and GI on newer Apple GPUs; skin subsurface profiles; decals; virtualized geometry for scanned assets |
| Platforms | A Vulkan backend (Windows, Linux), then D3D12; an iOS player; an editor shell for other platforms |
| World | Cell-based world streaming for very large maps; road and spline tools; a procedural city kit |
| Wander | A debugger (breakpoints, watches, stepping) in the editor; hot reload of native modules |
| Agents | Built-in generator adapters (image, 3D, audio); screenshot diffing for visual review; spending limits per loop |
| Editor | Multi-select editing, nested prefabs and prefab variants, docking layouts, a timeline editor for sequences, a profiler panel |
| Shipping | Developer ID signing and notarization automation, App Store packaging, save games, localization |
The roadmap lives in docs/ROADMAP.md.
Changelog¶
| Version | Highlights |
|---|---|
| 0.1 (current, pre-release) | Everything above, plus game pause, process modes, time scale and render interpolation; a zero-warning build in every preset; the Business Source License 1.1 |