Development Roadmap

Board Sports Engine

Phase-based development. One engine, many worlds.

Engine Philosophy

Physics-First

Movement is truth. Tricks emerge from physics, not scripts.

Board-Agnostic

Skateboard today, snowboard tomorrow. One engine, many boards.

Observable

If you can't see it, you can't fix it. Observability is built-in.

Phase 1 Complete

Engine Foundations

"Build a physics-first game engine that works"

The core engine is complete. Physics, input, state machine, camera, and observability all work correctly.

  • Physics kernel (Rapier3D, 60Hz fixed timestep)
  • Deterministic simulation
  • Input → Intent → Force pipeline
  • Skate state machine (ride / bail / recover)
  • Chase camera system with user orbit
  • Observability & dev tools
  • Regression test harnesses
  • Engine abstraction layer (BoardSpec, SurfaceSpec, CameraRig)
  • Physics sandbox for tuning
Phase 2 Current

Engine as Platform

"Make the engine extensible"

The engine becomes a platform for multiple board types and worlds. Single-renderer commitment, modern rendering pipeline, and architecture contracts.

  • Renderer pipeline (quality tiers, tone mapping, shadows) ✓
  • Asset pipeline (glTF, compression, caching) ✓
  • Modern materials (PBR, environment lighting) ✓
  • Performance instrumentation (AUTO quality) ✓
  • Engine contracts (RenderAdapter, PhysicsKernel, PhysicsSnapshot) ✓
  • No Ghosts enforcement (Disposer pattern, lifecycle guards) ✓
  • Rendering contract complete (RenderAdapter + Threlte) ✓
  • TypeScript truth enforced (zero tsc errors) ✓
  • No-Ghosts leak discipline expanded (Sprint 11) ✓
  • Open World Kernel v1: Deterministic chunk streaming ✓
  • Devlog/Roadmap CI gates enforced ✓
  • Single Renderer Commitment: Threlte-only (Sprint 12) ✓
  • Platform Smoke Test: Full boot validation (Sprint 12) ✓
  • Pristine Codebase Certification (Sprint 13) ✓
  • Open World Kernel Certification: /dev/openworld-smoke (Sprint 13) ✓
  • CI Gates: Devlog/Roadmap enforcement automated (Sprint 13) ✓
  • Market Overhaul: Economy Kernel v2 deterministic trading engine (Sprint 16) ✓
  • MarketCockpit UI: chapter panel, stat cards, buy/sell table, neural jump, data-vault (Sprint 16) ✓
  • Market Smoke Test: 22 automated kernel validations /dev/market-smoke (Sprint 16) ✓
  • Board type abstractions (snowboard, surfboard, etc.)
  • Designer tools
  • Surface types with different physics
Phase 3 Future

Shared Worlds

"Multiple players in the same physics world"

Real multiplayer with physics-correct player interaction.

  • Multiplayer presence (Yjs + WebSocket)
  • Player interpolation and prediction
  • Collision between players
  • Large-scale plazas
  • Room/plaza management
  • Spectator mode
Phase 4 Future

Expression

"Emergent tricks and style"

The physics discovers tricks. Players develop style.

  • Trick detection from physics state
  • Trick naming (emergent, not scripted)
  • Combo system (optional)
  • Personal best tracking
  • Replay system
  • Custom board graphics

"Clarity before scale. An engine people understand is an engine people extend."

Board Sports Engine — Physics-first game development.

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