Roadmap

What has shipped, what is coming in the next release, and what is planned. Later items are directions, not promises.

Shipped

Released, or coming in the next release.

World building

  • Terrain from a recipe

    Describe a landscape as a stack of steps (shape, noise, erosion that carves real valleys, flattened pads, shorelines) and the engine builds the same terrain every time. Collision and navigation come with it. Materials that put rock on cliffs and snow up high arrive in the next release.

    • Shipped in v0.6.0
    • First version
  • Oceans with weather

    A sea that goes from calm swell to a gale, with foam, spray off breaking crests, sheltered harbors and waves running up the shore. Floating objects ride the real waves, and replays give the same result. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • First version
  • Rivers and lakes that follow the land

    Rivers and lakes form from the terrain's own drainage, and floating objects are carried downstream. Several fresh-water looks are built in. Drawn in the high-definition renderer.

    • Shipped in v0.6.0
    • First version
  • Plants, grass and scattered forests

    Grow trees and shrubs from recipes and scatter them over the terrain. Grass and wildflowers move in the wind.

    • Shipped in v0.6.0
    • First version
  • Paint forests with a brush

    Paint or erase plants with a brush, and draw thousands as one instanced object, each with a stable identity. Tested with a million instances.

    • Coming in next release
    • First version

Now

Being built now.

World building

  • Terrain from a description

    Generate whole terrains from a few words, starting from real height data.

  • Generated towns and buildings

    Generate buildings and small settlements from a recipe, ready to walk through.

Next

Planned to follow.

World building

  • Huge streaming worlds

    Large maps load in pieces around the player, and pathfinding keeps working across them.

Later

On the list, further out.

World building

  • Crowds and more ways to move

    Crowds, and navigation for swimming, flying and driving.

  • Precision far from the origin

    Positions that stay precise far from the center of the world, for very large maps.

Plans and their order can change.