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Roadmap

Sektor is built in increments, each leaving a usable editor and a testable runtime behind it. Internally, progress is tracked by capability gates with automated evidence, not checked boxes. This is the high-level view; specifics evolve continuously.

Foundation (complete)

Native C++ / DirectX 12 core, deterministic scene snapshots, atomic mutations, undo/redo, a native swap chain, and the local AI control endpoint.

Editor & project truth (in progress)

Create and reopen projects, edit worlds with professional selection, gizmos, snapping, pivots, groups, folders, and layers, browse hash-verified assets, and undo every change. The reflective component registry, thumbnail pipeline, and revision-tagged captures keep Studio and AI on one truth.

Modern renderer & world composition

Landed: clustered forward lighting for up to 256 local lights, cascaded and local shadow budgets, HDR image-based lighting with bakeable reflection probes, analytic atmosphere, temporal anti-aliasing, filmic tone mapping, physical motion blur and depth of field, terrain sculpt and paint. Ahead: GPU instancing at scatter scale, bloom and grading, volumetrics, particles and VFX, terrain LOD and foliage, and the global-illumination research gate.

Reusable game systems (in progress)

Landed: the deterministic fixed-tick clock with a replay contract, Jolt physics with a character controller (including obstruction-safe crouch), shared world geometry feeding physics and navigation together, an input-action framework, a third-person gameplay camera, complete navigation (tiled cached baking, named weighted areas, cross-surface links, agents with deterministic local avoidance), skeletal animation with controllers and cross-fades, event-driven runtime audio, a runtime UI framework, event sheet includes, and player save games.

Ahead: higher-level game AI (behaviour trees and utility AI), sandboxed Script Modules (typed script exports entering Event Sheets through the ordinary registry; no raw native code in gameplay documents), VFX, an expanded audio mixer, and localization.

Vertical slice

A complete sample game, built, played start to finish, and packaged entirely from the editor: the proof that the whole path from authoring to a shippable title works.

Production scale

Standalone packaging has landed with a compatibility preflight, hash-verified manifests, and clean-machine evidence. Ahead: cooked binary assets, world streaming at scale, format migrations, an in-game profiler, crash reporting, and installer polish.


Want to follow along or shape what's next? Read the release notes or join the Sektor Community forum.