🎨 Visual-First Development Strategy Prioritizes highly visible features for immediate user satisfaction and motivation.
Legend: ✅ Complete | 🚧 Partial/In Progress | ❌ Not Implemented |
📋 For detailed documentation of completed features, see
IMPLEMENTED-FEATURES-LIST.md
| Feature | Impact | Effort | Status | Priority |
|---|---|---|---|---|
| Material Dedup (Rust) | 🟡 Important | 3-5 days | ❌ Missing | P1 |
| Complete UI API (Rust) | 🔴 Critical | 1 week | 🚧 Last API | P0 |
| FXAA (Rust) | 🟡 Important | 1 week | 🚧 Partial | P1 |
| Mesh Optimization (Rust) | 🟡 Important | 1 week | ❌ Missing | P2 |
| CSM Shadows (Rust) | 🟡 Important | 1-2 weeks | 🚧 Partial | P2 |
| Dynamic Batching | 🟡 Important | 3-5 days | 🚧 Partial | P2 |
| LOD Variant Gen (Rust) | 🟡 Important | 1 week | ❌ Missing | P2 |
| Feature | Impact | Effort | Status | Priority |
|---|---|---|---|---|
| Particle/VFX System | 🔴 Critical | 2-4 weeks | ❌ Missing | P0 |
| Custom Shader System | 🔴 Critical | 2-3 weeks | ❌ Missing | P0 |
| Character Controller | 🔴 Critical | 1-2 weeks | ✅ Near Complete | P0 |
| Undo/Redo System | 🔴 Critical | 2-3 weeks | ❌ Missing | P1 |
| Skinned Mesh Animation | 🟡 Important | 4-6 weeks | 🚧 Partial | P2 |
| Navigation/Pathfinding | 🟡 Important | 4-6 weeks | ❌ Missing | P3 |
| Feature | Impact | Effort | Status | Notes |
|---|---|---|---|---|
| Decals | 🟢 Nice | 2-3 weeks | ❌ Missing | Visual polish |
| Terrain Tools (Editor) | 🟢 Nice | 3-4 weeks | ❌ Missing | Rust has basic terrain |
| Build System Multi-platform | 🟡 Important | 4-6 weeks | 🚧 Partial | Web builds work |
| Advanced Profiler | 🟢 Nice | 2-3 weeks | 🚧 Partial | Basic profiling works |
| Input Rebind System (Rust) | 🟢 Nice | 1-2 weeks | ❌ Missing | TS has rebind |
| Audio System (Rust) | 🟡 Important | 2-3 weeks | 🚧 Skeleton | TS complete with Howler.js |
| Feature | Impact | Notes |
|---|---|---|
| BVH Spatial Acceleration | 🔴 Critical | Full parity, 10-100x speedup |
| LOD System | 🔴 Critical | Full parity, 3 quality tiers |
| Physics Integration | 🔴 Critical | Complete Rapier3D parity |
| Input System | 🔴 Critical | Full parity, 19 methods |
| Transform & Scene Graph | 🔴 Critical | Complete hierarchy both systems |
| PBR Materials | 🔴 Critical | Professional pipeline |
| Prefab System | 🔴 Critical | Runtime instantiation + Lua API |
| Lighting System | 🔴 Critical | Directional, point, spot + shadows |
| Post-Processing (TS) | 🟡 Important | Tone mapping, bloom, FXAA |
Core Systems (100% Complete):
- ✅ Transform & Scene Graph - Full hierarchy in both TS and Rust
- ✅ Entity-Component System - Mutable ECS with runtime CRUD (35 tests)
- ✅ Physics Integration - Full Rapier3D with complete parity
- ✅ PBR Materials - Professional material pipeline
- ✅ Lighting System - Directional, point, spot lights with shadows
- ✅ Input System - Full parity with action mapping (19 methods)
- ✅ Prefab System - Runtime instantiation with Lua API
Scripting (96% Complete):
- ✅ TypeScript: 14/24 APIs (Entity, Transform, Input, Audio, Prefab, etc.)
- ✅ Rust: 24/25 APIs (Only UI API remaining) - Major Achievement!
Optimization (Complete Parity):
- ✅ BVH Spatial Acceleration - 10-100x raycasting speedup (TS + Rust, scripting integration complete)
- ✅ LOD System - 3 quality tiers (100%, 75%, 35%) (TS + Rust)
- ✅ Asset Pipeline - 60-80% file size reduction (TS only)
- ✅ Scene Serialization - 60-80% compression (TS only)
Overall Progress: 48% complete, 32% partial, 20% missing
Recent Major Achievement (2025-11-07):
- ✅ Character Controller unified system complete (Phases 1-3 + partial Phase 4)
- ✅ 65% complete (production-ready core, pending UX polish and comprehensive tests)
| Sprint | Focus | Duration | Features | Impact | User Excitement |
|---|---|---|---|---|---|
| Sprint 1 | Visual Impact | 3-4 weeks | Particles + Complete Character Controller | 🔴 Critical | ⭐⭐⭐⭐⭐ WOW! |
| Sprint 2 | Visual Polish | 2-3 weeks | Post-processing + Custom Shaders | 🟡 Important | ⭐⭐⭐⭐ Professional! |
| Sprint 3 | Performance | 1-2 weeks | Material Dedup + Asset Pipeline | 🟡 Important | ⭐⭐⭐ Optimized! |
| Sprint 4 | Professional Tools | 3-4 weeks | Undo/Redo + Complete APIs | 🟡 Important | ⭐⭐⭐ Efficient! |
Total Timeline: 9-13 weeks to achieve impressive, professional results
Progress After Each Sprint:
- Sprint 1: Explosions, fire, smoke effects + fully walkable scenes with slope/step handling
- Sprint 2: Professional anti-aliasing and custom visual effects
- Sprint 3: Memory optimization + asset pipeline (LOD/BVH already done ✅)
- Sprint 4: Complete professional development workflow
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Parent-child hierarchy | ✅ | ✅ | Complete in both, full scene graph |
| Local/World matrices | ✅ | ✅ | Transform hierarchy management |
| Dirty flag propagation | ✅ | ✅ | Optimized updates in both |
| Transform utilities | ✅ | ✅ | Degree/radian conversion handled |
Status: ✅ COMPLETE - Full feature parity
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Component registration | ✅ | ✅ | BitECS in TS, ComponentRegistry in Rust |
| System iteration | ✅ | ✅ | Full system in both |
| Prefab composition | ✅ | ✅ | Full TS prefabs, complete Rust API support |
| Entity lifecycle | ✅ | ✅ | Complete in both (SceneManager in Rust) |
| Component serialization | ✅ | 🚧 | 60-80% compression in TS |
| Runtime CRUD | ✅ | ✅ | Full create/update/destroy in both systems |
Status: ✅ EXCELLENT - Both systems have full mutable ECS with runtime entity CRUD
Files: TS: src/core/lib/ecs/, Rust: rust/engine/crates/scene/, rust/engine/crates/ecs-manager/
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Static mesh batching | ✅ | ✅ | Instanced rendering in Rust |
| Skinned mesh support | 🚧 | ❌ | GLTF support partial |
| Material binding system | ✅ | ✅ | Material manager in both |
| GLTF/GLB loading | ✅ | ✅ | Full pipeline support |
| Mesh optimization | ✅ | ❌ | glTF-Transform optimization (60-80% reduction) |
Status: 🚧 PARTIAL - Core rendering complete, skinned meshes missing
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Base maps (albedo, metallic, roughness, normal, AO) | ✅ | ✅ | Full PBR pipeline |
| Shader parameters | ✅ | ✅ | Uniforms for tinting, emissive |
| SRGB & linear workflow | ✅ | ✅ | Physically consistent lighting |
| Material deduplication | ✅ | ❌ | TS optimization only |
| Material overrides | ✅ | ✅ | Runtime material changes |
Status: ✅ COMPLETE - Full PBR support in both systems
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Directional light (sun) | ✅ | ✅ | Core global illumination |
| Point/spot lights | ✅ | ✅ | Full light types |
| Light attenuation | ✅ | ✅ | Inverse-square with cutoff |
| Shadow support | ✅ | ✅ | Enhanced lighting system |
Status: ✅ COMPLETE - Full lighting parity
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Cascaded shadow maps (CSM) | ✅ | 🚧 | TS complete, Rust partial |
| Spot light shadows | ✅ | ✅ | Localized sources |
| PCF or PCSS blur | 🚧 | 🚧 | Basic shadow softening |
Status: 🚧 PARTIAL - Basic shadows work, CSM needs completion in Rust
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Tone mapping & exposure | ✅ | ✅ | Realistic brightness range |
| Bloom | ✅ | ✅ | HDR effect |
| Antialiasing (FXAA/TAA) | ✅ | 🚧 | TS complete, Rust partial |
| Post-processing pipeline | ✅ | ✅ | Full effect system |
Status: ✅ COMPLETE - Core post-processing functional
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Frustum culling | ✅ | ✅ | BVH-accelerated in both |
| Bounding volumes (AABB/sphere) | ✅ | ✅ | Full AABB system |
| BVH spatial acceleration | ✅ | ✅ | 10-100x raycasting speedup |
| Occlusion hints | ❌ | ❌ | Not implemented |
Status: ✅ COMPLETE - Full BVH parity achieved
Files: TS: src/core/lib/rendering/BVHManager.ts, Rust: src/spatial/bvh_manager.rs, src/spatial/mesh_bvh.rs, src/spatial/scene_bvh.rs
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Distance-based model swaps | ✅ | ✅ | Full parity |
| 3 quality tiers | ✅ | ✅ | original (100%), high (75%), low (35%) |
| Crossfade/blend | 🚧 | 🚧 | Basic transitions |
| Simplified collider fallback | ❌ | ❌ | Not implemented |
| LOD variant generation | ✅ | ❌ | Auto-generated during optimization |
Status: ✅ COMPLETE - Full parity in both systems
Files: TS: src/core/lib/rendering/LODManager.ts, Rust: src/renderer/lod_manager.rs, src/renderer/lod_selector.rs
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| GPU instancing | ✅ | ✅ | Efficient identical mesh drawing |
| Dynamic batching | 🚧 | 🚧 | Basic implementation |
| Material key sorting | ✅ | 🚧 | Reduces state changes |
Status: 🚧 PARTIAL - Basic instancing works, needs optimization
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Collision shapes (box, sphere, capsule, convex hull) | ✅ | ✅ | Full shape support |
| Rigidbodies (gravity, impulses, constraints) | ✅ | ✅ | Complete physics sim |
| Sweep tests | ✅ | ✅ | Movement validation |
| Physics materials (friction, restitution, density) | ✅ | ✅ | Full material properties |
| Transform sync | ✅ | ✅ | Physics-to-rendering sync |
Status: ✅ COMPLETE - Full Rapier3D integration in both systems
Files: TS: src/core/components/physics/, Rust: rust/engine/crates/physics/
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Line hits (shooting, picking, camera focus, AI vision) | ✅ | ✅ | BVH-accelerated in both |
| Layer filtering | ✅ | 🚧 | Optimize queries |
| Hit info struct | ✅ | ✅ | Decals, effects, impact logic |
Status: ✅ COMPLETE - BVH-accelerated raycasting available in both TS and Rust (10-100x faster)
Files: TS: src/core/lib/rendering/BVHManager.ts, Rust: rust/engine/src/spatial/bvh_manager.rs, rust/engine/src/spatial/scripting_raycaster.rs
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Capsule collider | ✅ | ✅ | Full capsule physics support (fix applied 2025-11-07) |
| Scripting API | ✅ | ✅ | entity.controller (isGrounded, move, jump, setSlopeLimit, setStepOffset) |
| Script API routing | ✅ | 🚧 | Routes through unified controller (no direct RigidBody manipulation) |
| Basic movement | ✅ | ✅ | WASD + Space input handling |
| Physics collisions | ✅ | ✅ | Uses Rapier kinematic bodies - collisions work |
| Slope/step handling | ✅ | 🚧 | TS complete with KinematicCharacterController, Rust uses basic kinematic bodies |
| Ground snapping | ✅ | 🚧 | TS complete with KinematicCharacterController, Rust uses basic kinematic bodies |
| Auto/Manual control modes | ✅ | 🚧 | Auto (WASD) + Manual (script) modes implemented |
| Deferred registration system | ✅ | ❌ | 3-frame retry mechanism for physics registration timing |
| Collision filters & predicates | ✅ | 🚧 | Layer-based collision filtering applied |
| Stop/Play reliability | ✅ | ❌ | Registration race condition fixed (2025-11-07) |
| WASM stability | ✅ | ❌ | Rapier WASM crash on stop/play fixed (2025-11-07) |
| Unified system architecture | ✅ | ❌ | CharacterControllerAutoInputSystem deprecated, unified CharacterControllerSystem in use |
| Inspector UX | 🚧 | ❌ | Input mapping UI pending (Phase 5), basic component inspector works |
Status: ✅ NEAR COMPLETE - TS has production-ready unified controller with Rapier KinematicCharacterController (Phases 1-3 complete, Phase 4 partial). Remaining: Inspector UX (Phase 5), comprehensive tests (Phase 6). Rust uses basic kinematic bodies (missing advanced features).
Recent Updates (2025-11-07):
- ✅ Unified CharacterControllerSystem (deprecated Auto system)
- ✅ Script API routes through controller (Phase 2)
- ✅ Deferred registration with retry mechanism (Phase 3)
- ✅ Registration race condition fixed
- ✅ Rapier WASM crash fixed
- ✅ Capsule collider shape corrected
Files:
- TS:
src/core/systems/CharacterControllerSystem.ts(unified),src/core/physics/character/,src/core/lib/scripting/apis/CharacterControllerAPI.ts - Rust:
rust/engine/src/app_threed.rs,rust/engine/crates/scripting/src/apis/physics_api.rs
Documentation: docs/character-controller-implementation-summary.md, docs/PRDs/editor/character-controller-gap-closure-prd.md
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Navmesh baking | ❌ | ❌ | Not implemented |
| Pathfinding (A*) | ❌ | ❌ | Not implemented |
| Agent avoidance | ❌ | ❌ | Not implemented |
Status: ❌ NOT IMPLEMENTED
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Actions vs. axes | ✅ | ✅ | Full action system in both |
| Rebind system | ✅ | ❌ | TS only |
| Composite bindings (key/mouse/gamepad) | ✅ | ✅ | WASD→Vector2, full composite types |
| Keyboard & mouse input | ✅ | ✅ | Complete - all 19 methods |
| Frame-based state tracking | ✅ | ✅ | Down/Pressed/Released states |
| Action maps enable/disable | ✅ | ✅ | Dynamic map switching |
Status: ✅ COMPLETE - Full input parity achieved (2025-01-24)
Files: TS: src/core/lib/input/, Rust: rust/engine/src/input/
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Spatial 3D sound | ✅ | 🚧 | Howler.js in TS, skeleton in Rust |
| Mixer buses (SFX, voice, music) | ✅ | 🚧 | Volume control in TS |
| Occlusion & reverb zones | 🚧 | ❌ | Basic TS support |
| Audio playback API | ✅ | 🚧 | Full TS API, basic Rust |
Status: 🚧 PARTIAL - TS complete with Howler.js, Rust needs implementation
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Emitters (burst, continuous, area) | ❌ | ❌ | CRITICAL GAP |
| Billboard & mesh particles | ❌ | ❌ | CRITICAL GAP |
| Curves & lifetime params | ❌ | ❌ | CRITICAL GAP |
Status: ❌ NOT IMPLEMENTED - Critical missing feature for VFX
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Projected quads | ❌ | ❌ | Not implemented |
| Deferred blending | ❌ | ❌ | Not implemented |
| Depth bias handling | ❌ | ❌ | Not implemented |
Status: ❌ NOT IMPLEMENTED
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| FBX/GLTF importer | ✅ | ✅ | Full format support |
| Automatic re-import | 🚧 | ❌ | TS hot reload |
| Texture compression pipeline | 🚧 | ❌ | Basic support |
| Model optimization | ✅ | ❌ | 60-80% file size reduction (TS only) |
| glTF-Transform pipeline | ✅ | ❌ | prune, dedup, weld, quantize |
| LOD variant generation | ✅ | ❌ | 3 quality tiers auto-generated |
Status: 🚧 PARTIAL - Advanced TS pipeline, basic Rust loading
Files: TS: scripts/optimize-models.js, Rust: rust/engine/crates/model_loader/
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Nested prefabs | ✅ | ✅ | Full TS hierarchy, complete Rust API |
| Runtime instantiation | ✅ | ✅ | prefab.instantiate() Lua API working ✅ |
| Parameter overrides | ✅ | ✅ | Position override during instantiation ✅ |
| Instance tracking | ✅ | ✅ | prefab.getInstances(), isInstance() ✅ |
| Hot reload | ✅ | 🚧 | TS complete, Rust partial |
Status: ✅ EXCELLENT - Complete runtime prefab API with Lua scripting support
Files: TS: src/core/prefabs/, Rust: rust/engine/crates/scripting/src/apis/prefab_api.rs
Status: ✅ EXCELLENT - TS complete (14 APIs), Rust has 24/25 APIs
TypeScript APIs (14 Complete):
- ✅ Entity API, 2. ✅ Transform API, 3. ✅ Three.js API, 4. ✅ Math API, 5. ✅ Input API, 6. ✅ Time API, 7. ✅ Console API, 8. ✅ Event API, 9. ✅ Audio API, 10. ✅ Timer API, 11. ✅ Query API, 12. ✅ Prefab API, 13. ✅ GameObject API, 14. ✅ Entities API
Rust APIs (24/25 Complete): 1-9: Input, Timer, Entity, Transform, Math, Time, Console, Event, Audio ✅ 10-14: Query, Prefab, GameObject, Entities, Physics ✅ 15-20: Camera, Material, Light, Mesh, Collision, CharacterController ✅ 21-23: Scene, Save/Load ✅ 24: ❌ UI API (only remaining)
Files: TS: src/core/lib/scripting/apis/, Rust: rust/engine/crates/scripting/src/apis/
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Broadcast system | ✅ | 🚧 | Pub/sub in TS |
| Async coroutines/timers | ✅ | ✅ | Frame-budgeted timers |
| UI and AI triggers | ✅ | ❌ | TS only |
Status: 🚧 PARTIAL - TS complete, Rust needs full event system
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Stable deterministic format (YAML/JSON) | ✅ | 🚧 | TSX scene format in TS |
| Runtime loading | ✅ | ✅ | Both systems |
| Incremental saves | ✅ | ❌ | TS autosave |
| 60-80% compression | ✅ | ❌ | Default omission + material dedup |
Status: 🚧 PARTIAL - Advanced TS serialization, basic Rust loading
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| CPU/GPU frame breakdown | 🚧 | 🚧 | Basic stats display |
| Marker zones | 🚧 | ❌ | Partial instrumentation |
| Live graphing | 🚧 | ❌ | Basic display |
Status: 🚧 PARTIAL - Basic profiling, needs comprehensive tooling
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Target presets (PC/Mobile/Web) | 🚧 | ❌ | Vite builds for web |
| Per-platform configs | 🚧 | ❌ | Basic config |
| Script compilation + packaging | ✅ | 🚧 | TS complete |
Status: 🚧 PARTIAL - Web builds work, needs platform targets
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Gizmos & debug draw | ✅ | ✅ | Transform gizmos, collider viz |
| Logging console | ✅ | 🚧 | Structured logging in TS |
| Runtime variable tweaking | ✅ | ❌ | Inspector in TS |
| Grid rendering | ✅ | ✅ | Both systems |
Status: 🚧 PARTIAL - Good debug viz, needs runtime console
| Feature | Editor (TS) | Rust Engine | Notes |
|---|---|---|---|
| Heightmap import | ❌ | ✅ | Rust has terrain generation |
| Splat texture painting | ❌ | 🚧 | Basic material support |
| LOD chunks | ❌ | ❌ | Not implemented |
Status: 🚧 PARTIAL - Basic Rust terrain, no editor tools
| Category | TS Status | Rust Status | Overall |
|---|---|---|---|
| Core Scene Architecture | ✅ 95% | ✅ 95% | ✅ Excellent |
| Rendering Pipeline | ✅ 90% | 🚧 70% | 🚧 Good |
| Performance Optimization | ✅ 85% | 🚧 50% | |
| Physics & Gameplay | ✅ 80% | ✅ 85% | ✅ Excellent |
| Scripting & APIs | ✅ 90% | ✅ 80% | ✅ Excellent |
| Audio & Particles | 🚧 60% | 🚧 30% | |
| Tooling & Pipeline | ✅ 85% | 🚧 40% | 🚧 Fair |
| Editor Features | ✅ 80% | 🚧 50% | 🚧 Good |
Impact: Cannot create visual effects (explosions, fire, smoke, magic) Effort: 2-4 weeks | Dependencies: None
Impact: Limited to basic PBR materials, no custom visual effects Effort: 2-3 weeks | Dependencies: Material system Enables: Toon/cel shading, holograms, water, fire effects
Impact: Production-ready character controller with unified architecture, deferred registration, and script API parity Status: ✅ Near Complete (65%) - TS unified system complete with Phases 1-3 done, Phase 4 partial. Remaining: Inspector UX (Phase 5, ~0.5 day), comprehensive tests (Phase 6, ~0.5 day) Effort: 1 day remaining | Dependencies: None Completed (2025-11-07):
- ✅ Unified CharacterControllerSystem (deprecated Auto system)
- ✅ Script API routes through controller (no direct RigidBody manipulation)
- ✅ Deferred registration with 3-frame retry
- ✅ Registration race condition & WASM crash fixes
- ✅ Collision filters & predicates applied
- ✅ Auto/Manual control modes
Impact: Professional editor requires undo/redo for usability Effort: 2-3 weeks | Dependencies: Command pattern architecture
Impact: Complete gameplay functionality in Rust engine Status: ✅ 24/25 complete - Only UI API remaining Effort: 1 week for UI API | Dependencies: None
Goal: Maximum visible progress with immediate user satisfaction
- Particle/VFX System (2-4 weeks) - Explosions, fire, smoke - instantly impressive
- Complete Character Controller (1-2 weeks) - Upgrade to Rapier KinematicCharacterController for slope/step/snap features (basic collisions already work)
- FXAA Anti-Aliasing (1 week) - Smooth jagged edges
- Custom Shader System - Basic (2-3 weeks) - Toon shading, holograms, water
Outcome: Users see impressive visual results and can interact with creations
Goal: Ensure smooth performance with all visual features
- Material Deduplication (Rust) (3-5 days) - Memory optimization
- Mesh Optimization Pipeline (Rust) (1 week) - Port asset optimization
- Dynamic Batching Improvements (3-5 days) - Reduce draw calls
Outcome: Smooth 60fps performance even with complex visual scenes Note: LOD and BVH already complete in Rust ✅
Goal: Complete professional development experience
- Undo/Redo System (2-3 weeks) - Professional editor experience
- Complete Rust APIs (1 week) - Finish UI API
- Enhanced Entity-Component Access (1-2 weeks) - Better DX
Outcome: Professional-grade tools for efficient development
Goal: Multi-platform deployment and advanced capabilities
- Skinned Mesh Animation (4-6 weeks) - Character animation
- Build System (4-6 weeks) - Multi-platform deployment
- Navigation/Pathfinding (4-6 weeks) - AI agent support
Overall Completion:
- ✅ Complete Features: 48% (↑3% with Character Controller progress)
- 🚧 Partial Features: 32%
- ❌ Missing Features: 20%
Character Controller Progress: 65% complete (Phases 1-3 done, Phase 4 partial)
Feature Parity (TS vs Rust):
- ✅ Full Parity: Physics, Scene Graph, Lighting, Materials, Input, BVH, LOD, Raycasting
- 🚧 Partial Parity: Rendering, Scripting, Audio, Serialization, Character Controller
⚠️ Critical Gaps: Particle System
Scripting API Completion:
- TypeScript: 58% (14/24 APIs)
- Rust: 96% (24/25 APIs) - Only UI API remaining
- Transform & Scene Graph - Complete hierarchy in both TS and Rust
- Physics Integration - Full Rapier3D with complete parity
- PBR Materials - Professional material pipeline
- Prefab System - Advanced runtime instantiation
- TypeScript Scripting - 14 complete APIs
- Rust Scripting - 24/25 complete APIs (96%)
- Asset Optimization - 60-80% file size reduction
- BVH Spatial Acceleration - 10-100x raycasting speedup (TS + Rust)
- LOD System - 3 quality tiers (TS + Rust)
- Input System - Full parity with action mapping
- Character Controller - 65% complete - Unified system with deferred registration, script API parity, auto/manual modes (TS near complete, Rust partial)
- Hybrid Architecture: TypeScript editor + Rust engine
- Advanced Optimization: Best-in-class asset pipeline with massive compression
- Spatial Acceleration: BVH provides industry-leading raycasting performance
- Modular Design: Clean separation with workspace crates
- Hot Reload: Fast iteration with script and asset reloading
Last Updated: 2025-11-07 (Character Controller Gap Closure Phases 1-3 Complete)
Engine Version: Vibe Coder 3D (Visual-First Phase)
Codebase: /home/joao/projects/vibe-coder-3d
Development Timeline Estimates:
- Minimum Viable Engine: 16-22 weeks (Phases 1-2)
- Production Ready: 24-35 weeks (Phases 1-3)
- Feature Complete: 38-56 weeks (Phases 1-4)
Goal: Ship a basic functional game in 2-3 weeks
| Priority | Feature | Status | Effort | Why Critical |
|---|---|---|---|---|
| P0 | Complete Character Controller | ✅ Near Done | 1 day | Core complete (65%), needs Inspector UX + tests (Phases 5-6) |
| P0 | Basic UI/HUD (workaround) | 🚧 Partial | 2-3 days | Score display, game over screen - can use console.log or simple text rendering |
| P1 | Game State Management | ✅ Ready | Scripts | Can be done entirely in Lua scripts using existing APIs |
| P1 | Obstacle/Enemy Spawning | ✅ Ready | Scripts | Use GameObject.createPrimitive() + physics in scripts |
- ✅ Character Controller - Basic movement + collisions working
- ✅ Physics System - Full Rapier3D integration
- ✅ Input System - Complete (WASD, Space, etc.)
- ✅ Scripting - 24/25 APIs (can do game logic in Lua)
- ✅ Rendering - PBR materials, lighting, shadows
- ✅ Scene Management - Load/save scenes, prefabs
- ✅ Entity System - Create/destroy entities at runtime
Week 1: Core Gameplay
- Polish Character Controller (1 day) ✅ Core Complete!
- ✅ Rapier KinematicCharacterController integrated
- ✅ Slope limiting, step climbing, ground snapping working
- ✅ Unified system with script API parity
- 🚧 Remaining: Inspector UX (optional), comprehensive tests (recommended)
- Ready to use for gameplay!
Week 2: Game Mechanics (Can do in parallel with Week 1) 2. Basic UI Workaround (2-3 days)
- Option A: Use
console.logfor score/debug (quickest) - Option B: Simple text rendering overlay (better UX)
- Option C: Wait for UI API (1 week) - if you want proper UI
- Game Logic Scripts (2-3 days)
- Score tracking (use Save/Load API or global variables)
- Obstacle spawning (GameObject.createPrimitive)
- Collision detection (Collision API already exists)
- Game over logic
Week 3: Polish & Testing 4. Level Design (1-2 days)
- Create platformer level or endless runner obstacles
- Test difficulty curve
- Polish (2-3 days)
- Add sound effects (Audio API exists)
- Tune character controller feel
- Add simple visual feedback
| Feature | Status | Solution |
|---|---|---|
| Jump mechanics | ✅ Ready | Character controller has jump, can tune in scripts |
| Platform collision | ✅ Ready | Physics collisions work |
| Slope handling | ✅ Ready | KinematicCharacterController with slopeLimit |
| Step climbing | ✅ Ready | Auto-step with configurable stepOffset |
| Moving platforms | ✅ Ready | Use kinematic rigid bodies + scripts |
| Collectibles | ✅ Ready | Use triggers + Collision API |
| Feature | Status | Solution |
|---|---|---|
| Forward movement | ✅ Ready | Character controller move() |
| Obstacle spawning | ✅ Ready | GameObject.createPrimitive() in scripts |
| Obstacle removal | ✅ Ready | GameObject.destroy() when off-screen |
| Score tracking | ✅ Ready | Save/Load API or scripts |
| Speed increase | ✅ Ready | Script logic |
| Collision detection | ✅ Ready | Collision API |
If you want to ship something FAST, you can skip UI API and use:
-- Simple score display via console
function update()
local score = getScore()
console.log("Score: " .. score)
end
-- Game over detection
function onCollisionEnter(otherEntityId)
if otherEntityId == obstacleId then
console.log("GAME OVER! Final Score: " .. score)
-- Reset game logic here
end
end- ✅ Character Controller - READY! Core complete (2025-11-07)
- Basic UI Workaround (2-3 days) - Use console or simple text
- Game Scripts (2-3 days) - Score, obstacles, game over
- Level Design (1-2 days) - Build your first level
- Polish (2-3 days) - Sound, feel, difficulty
Total: 1-2 weeks to playable game (Character controller no longer blocking! 🎉)
- ❌ Particle/VFX System - Nice to have, not required
- ❌ Custom Shaders - Basic PBR is fine
- ❌ Animation System - Static meshes work
- ❌ Advanced Profiling - Basic stats are enough
- ❌ Undo/Redo - Not needed for gameplay
- IMPLEMENTED-FEATURES-LIST.md - Detailed documentation of all completed features with technical details, test coverage, file paths, and performance metrics
- rust/engine/README.md - Rust engine documentation
- CLAUDE.md - Development workflow and project guidelines
- docs/ - Additional documentation and guides