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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, and skywalker serve for 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 frame handlers; 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 .cube LUTs.
  • 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 build into 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