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Current capabilities

These guides describe the implemented paths in the repository, with a supported environment stated for each task. A module's API or a design document alone is not a claim of production readiness on every platform.

Area Available starting point Boundary
Desktop editor Project creation/open/close, build/run/debug, recent history, panel layout and shortcuts Linux x64 native Qt; the game has its own window
Independent games Installed CLI, SDK selection, local presets, setup checks and staged creation Initial native reference toolchain; release identity and SDK compatibility are validated
Audio Native content definitions, catalog, editing and runtime-backed preview Check the audio evidence for device and hosted acceptance limits
Configuration Typed runtime schema, cooked layers, sparse preferences and offline editor preview Preference edits apply to a future launch, not the running host
Strings and hashing Owned/shared bytes, scoped names, cooked dictionaries and lookup hashes Explicit lifetimes and failures; dictionary adoption by a content cooker and editor strings inspection remain future work
Filesystem Immutable mounts, validated packs and bounded background reads Native directories on Linux/macOS; async memory/pack workers on native targets; browser async reports Unsupported; persistence/watchers remain F5
Randomness Caller-owned PCG32 streams and addressed Philox samples Deterministic primitives and the world demo's room scatter; game-owned identities/state, no automatic replay or editor RNG inspector
Time Shared monotonic clock and owner-local stopwatch/deadline/frame helpers Nanosecond storage; simulation integration, scheduling, pacing and editor timing telemetry remain separate work
Browser runtime Pinned Emscripten/WebGPU Foundation, Platform, RHI paths and smoke samples Runtime work has separate browser/device acceptance; this website contains documentation
Windows Win32 windows and a Direct3D 12 device that clears and presents Bring-up only: no shaders, draws, compute, input or SDK install yet; CI runs on the WARP software adapter
Platform detection Compiler-owned target facts and constexpr descriptor Recognition does not establish an engine port or runtime capabilities
Engine systems Foundation, math, graphics, content, gameplay/world and physics modules Consult each module's implementation/evidence before relying on a feature

Next editor stages

S1 established the workspace and panel structure. The pre-S2 usability increment added automatic project creation, a location picker, Close Project and shortcuts. This wiki is the documentation increment before S2.

S2 will establish focused document editing, save routing, undo/redo and interaction preservation during background updates. General scene authoring, embedded play and a full online editor are separate later work.

Evidence and design