Roadmap¶
Sektor is built in increments, each leaving a usable editor and a testable runtime behind it. This is a high-level view; specifics evolve continuously.
Foundation — done¶
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¶
A creator can create and reopen a project, view a scene, select and edit objects, browse assets, and undo every change without engine knowledge. Includes the reflective component registry, asset catalog with content hashes and thumbnails, model preview/placement, and revision-tagged viewport capture.
Modern renderer & world composition¶
A playable, credibly lit outdoor scene that iterates quickly: clustered lighting, cascaded shadows, image-based lighting, tone mapping, TAA, and post-processing; terrain tooling; scene streaming and spatial queries.
Reusable game systems¶
The building blocks games are made of: deterministic simulation clock, save/load, input and camera frameworks, an audio mixer, animation, VFX, localization, a scripting domain with typed bindings, and navigation/AI.
Vertical slice¶
An original fantasy-strategy slice — a hero explores a world map, recruits an army, fights a tactical battle, and saves progress — created entirely in the editor and packaged as a standalone build.
Production scale¶
Build/cook/package pipeline, content validation, telemetry, controller support, and a plugin policy — everything needed to finish a large, commercial-quality game.
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