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Project Status: Alpha

Current Phase: Alpha – The core architecture is under active development. APIs may change without deprecation warnings.

What Alpha Means

During the alpha phase we focus on:

  • Establishing fundamental subsystems (rendering, scene graph, input, math)
  • Iterating quickly on API surface without stability guarantees
  • Identifying performance bottlenecks early
  • Building example coverage + test foundation

Not guaranteed yet:

  • API backward compatibility
  • Performance optimization
  • Full platform parity
  • Complete math feature set (quaternions, SIMD still missing)

Stability Overview

ModulePhaseRelative StabilityNotes
RenderingAlphaLowRenderPass & material pipeline evolving
Scene GraphAlphaMediumTransforms & hierarchy stable, culling pending
InputAlphaMediumKeyboard/mouse OK, gamepad refinements pending
MathAlphaLowMissing quaternions & SIMD acceleration
WindowingAlphaMediumGLFW integration functional
LoggingAlphaMediumScoped logger integrated
UtilitiesAlphaMediumGUID + file I/O stable

Milestones & Progress

MilestoneStateDueProgressDescription
milestone_1Closed2025-10-203 / 3 (100%)Application layer: event system, input, low level API interfaces
milestone_2In Progress2025-11-173 / 6 (50%)Functional rendering engine; draft main screen (player view)
milestone_3Planned2025-12-220 / 1 (0%)Main physics & player controls; shooting mechanisms
milestone_5Planned2026-02-020 / 1 (0%)Playable prototype; tuned mechanics, controls & graphics
milestone_6Planned2026-03-160 / 5 (0%)Project presentation & ~20 page paper

Interpretation

  • Progress column lists closed issues vs total (open + closed) at time of snapshot.
  • Milestones beyond the current date are marked Planned; active milestone shows "In Progress".
  • Closed milestone_1 forms the historical baseline for the Alpha phase.

Current Focus (milestone_2)

Remaining goals before completion:

  1. Rendering pipeline consolidation
  2. Material / shader lifecycle cleanup
  3. Initial performance profiling
  4. (Issues still open) Refactor Renderable to use RenderPrototype
  5. AABB support for Mesh / SceneNode
  6. Shader-side matrix computation (model/view/world)

Upcoming Sequence

  1. milestone_3: Math extensions (quaternions, SIMD), camera polish & frustum culling, basic asset pipeline
  2. milestone_5: Integrate game mechanics into a playable prototype
  3. milestone_6: Formal documentation & presentation (paper, website refinement)

Beta Criteria (Exit Alpha)

  • Public API stability policy documented
  • Core modules (rendering, input, scene) have stable interfaces
  • Math feature completeness (quaternions, transforms, basic collision primitives)
  • Continuous integration green across platforms

Detailed Change History

For a complete list of all changes, breaking changes, and migration guides, see:

👉 View Full CHANGELOG

The changelog is automatically synchronized from the repository root and follows the Keep a Changelog format.

Guidance for Users

If you depend on helios during alpha:

  • Pin to a specific commit hash in your build scripts
  • Expect breaking changes (see CHANGELOG for migration guides)
  • Open issues for unclear APIs or missing extension points

Contributing in Alpha

  • Prefer small, well-scoped PRs
  • Mark breaking proposals with refactor!: or feat!: in commits
  • Add CHANGELOG entries under [Unreleased]
  • Include minimal tests even for experimental code

Feedback & Discussion

  • Use GitHub Discussions for architectural questions
  • Label issues with feedback for API clarity concerns
  • Performance notes welcome (profiling traces, flamegraphs)

Next Steps

  • Introduce experimental stability annotations in docs (EXPERIMENTAL badge)
  • Add benchmark suite under benchmarks/
  • Expand math module (quaternions first)

Last updated: 2025-11-14 • Source phase: alpha • Track changes in CHANGELOG