diff --git a/docs/src/SUMMARY.md b/docs/src/SUMMARY.md index b035903772..f0131dc751 100644 --- a/docs/src/SUMMARY.md +++ b/docs/src/SUMMARY.md @@ -31,6 +31,7 @@ - [Terminology](reference/terminology.md) - [Common pitfalls](reference/common_pitfalls.md) - [FAQ](reference/faq.md) +- [The path to 1.0](reference/path_to_1.0.md) - [Changelog](reference/changelog.md) # Runtime internals diff --git a/docs/src/reference/path_to_1.0.md b/docs/src/reference/path_to_1.0.md new file mode 100644 index 0000000000..c8a7da0239 --- /dev/null +++ b/docs/src/reference/path_to_1.0.md @@ -0,0 +1,24 @@ +# The path to 1.0 + +The development of Ambient can be split up into two rough periods; pre-1.0 and post-1.0. + +Pre-1.0, which we're currently in, involves heavy iterations on the API and services. This +is a period where we experiment with things, where we take big and wide decisions, and where +we're not afraid to throw things out when we find better ways of doing things. During this +period you can expect fairly frequent breaking changes to the API and services. Very little +effort will be put into maintaining backwards compability. + +Post-1.0 this will reverse. After 1.0 we will strive to maintain maximum backwards compability, +and very rarely introduce breaking changes. In the post 1.0 era you should expect much greater +long-term stability, and you should be able to trust that what you build will work for as long +as you're using Ambient as a service. + +So when will we reach 1.0? These are the rough things that we think need to be completed before +we can do that: + +- [ ] Guest side programmable graphics (user shaders) +- [ ] Performance roundup; we should take one big last look at how api's are structured to figure + out if there are any broad sweeping changes we need to make to maximize performance +- [ ] One at least medium sized game needs to have been built with the API, to work out the worst kinks + +Once those things are in place, we'll set a date for the 1.0.