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.