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
| Module | Phase | Relative Stability | Notes |
|---|---|---|---|
| Rendering | Alpha | Low | RenderPass & material pipeline evolving |
| Scene Graph | Alpha | Medium | Transforms & hierarchy stable, culling pending |
| Input | Alpha | Medium | Keyboard/mouse OK, gamepad refinements pending |
| Math | Alpha | Low | Missing quaternions & SIMD acceleration |
| Windowing | Alpha | Medium | GLFW integration functional |
| Logging | Alpha | Medium | Scoped logger integrated |
| Utilities | Alpha | Medium | GUID + file I/O stable |
Milestones & Progress
| Milestone | State | Due | Progress | Description |
|---|---|---|---|---|
| milestone_1 | Closed | 2025-10-20 | 3 / 3 (100%) | Application layer: event system, input, low level API interfaces |
| milestone_2 | In Progress | 2025-11-17 | 3 / 6 (50%) | Functional rendering engine; draft main screen (player view) |
| milestone_3 | Planned | 2025-12-22 | 0 / 1 (0%) | Main physics & player controls; shooting mechanisms |
| milestone_5 | Planned | 2026-02-02 | 0 / 1 (0%) | Playable prototype; tuned mechanics, controls & graphics |
| milestone_6 | Planned | 2026-03-16 | 0 / 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:
- Rendering pipeline consolidation
- Material / shader lifecycle cleanup
- Initial performance profiling
- (Issues still open) Refactor Renderable to use RenderPrototype
- AABB support for Mesh / SceneNode
- Shader-side matrix computation (model/view/world)
Upcoming Sequence
- milestone_3: Math extensions (quaternions, SIMD), camera polish & frustum culling, basic asset pipeline
- milestone_5: Integrate game mechanics into a playable prototype
- 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:
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!:orfeat!: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
feedbackfor 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