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As maintainer of the Untold Engine, I wanted to share the goals I’ll be focusing on for the rest of 2025. These represent the areas I feel are most important to make the engine stable, usable, and welcoming for developers.

This doesn’t limit what contributors can work on β€” in fact, your ideas and features are what make the project exciting. Think of this as a baseline plan that I’ll take responsibility for, while leaving plenty of room for others to push the engine forward in new directions.


🎯 High-Level Priorities

By the end of 2025, Untold Engine should be:

  1. Stable – engine doesn’t crash unexpectedly, has safe defaults, and runs reliably.
  2. Documented – clear guides from β€œfirst run” to β€œmaking a simple game,” including how to use the Editor.
  3. Performant enough – able to render a complex scene at 60 FPS on mid-range Apple hardware.
  4. Tested – core systems and editor workflows have baseline unit tests.
  5. Accessible – supports macOS, iOS, iPadOS, tvOS, and visionOS builds.

πŸ“Œ Roadmap by Quarter

Oct-Nov 2025 – Foundation & Stability

Goal: Build a rock-solid baseline for contributors and early adopters.

  • Crash resistance

    • Add default assets (mesh, texture, shader) as fallback.
    • Harden error handling paths.
  • Unit tests (Core)

    • Animation System.
    • Input System.
    • Loading System.
    • Asset Serialization/Deserialization.
  • Documentation Pass 1

    • Installation & setup.
    • Running the engine & first scene.
    • Adding entities/components.
    • Basic Editor guide (opening projects, loading scenes, assigning meshes).
  • Performance baseline

    • Profile engine with a benchmark scene.
    • Document current frame time, draw calls, and bottlenecks.

Nov-Dec 2025 – Cross-Platform & Developer Experience

Goal: Expand reach, improve developer workflows, and hit performance targets.

  • Multi-device Apple support

    • Ensure builds run on macOS, iOS, iPadOS, tvOS, visionOS (basic support).
  • Documentation Pass 2

    • End-to-end guide: From first run β†’ making a simple game.
    • Draft API reference.
    • Editor workflows:
      • Using the Inspector.
      • Adding/removing components.
      • Saving/loading scenes.
      • Assigning assets through the Asset Browser.
  • Unit tests (Editor)

    • Adding/removing components updates the Inspector.
    • Saving/loading scenes.
  • Performance targets

    • Optimize rendering pipeline with:
      • Occlusion Culling
    • Validate that complex scenes run smoothly at 60 FPS on mid-range Apple hardware.
  • Housekeeping

    • Code cleanups.
    • Naming consistency.
    • CI integration for unit tests (stretch).

πŸš€ Stretch Goals (If Ahead of Schedule)

  • Automated CI pipelines for unit tests (GitHub Actions).
  • Demo scenes to showcase rendering & editor workflows.
  • Early tutorials / blog posts for community adoption.

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