Roadmap

Cave Engine Beta (Current)

During this development iteration (until version 1.0.0), the focus is to make Cave Engine as simple, usable, stable, solid and feature complete as possible. In other word, we need to make sure that everyone will be able to jump in and start making their games with the least amount of problems or difficults as possible.

The focus here will be on providing documentation, tutorials, bug fixes, build a community around it and also change and improve the UI and UX as much as we feel like it's necessary to make it as user friendly as possible. Again, from the ground up this engine needs to be friendly, easy to use and of course powerful enough to support your biggest dreams. So if something is missing to make that dream come true, here is the right time to add it!

Cave Engine 1.X

Here the engine should be already stable enough and with a bunch of cool games made with it. Now it's time to keep cultivating so it can grow more and more! The attention to the usability and bug fixing still keeps the same (and this will never change), but now we have some cool new features in mind as well.

Feature Status
Alpha Blending Done!
Particle System Done! (experimental)
Viewport Gizmos and Tools Done!
Visual Scripting Work in Progress. The backends are 95% much finished, right now it just needs work in the front end (the part you'll actually see and use) to create all the Logic Nodes.
New Game UI System TODO
Joystick and Keyboard Mapping System TODO

Cave Engine 2.X

Feature Status
Visual Shader Editing TODO
Timelines, Cutscene Editor Already in early stages of development. There is a high change of this to be moved to the top of the priority lists, since it's something very useful and that is being required a lot by Uniday Studio to be able to develop some of our in house games.
Terrain and Vegetation TODO
Networking Already in early stages of development. Cave Engine will support basic networking (to make online games). The plan is to have Server and Client options for you to use as you need, sending and receiving reliable (or not, you'll be anle to decide that) messages between them. Backends are already in place using ENET, it just needs testing and work in the front end (the side you'll actually see and use in the engine).

Cave Engine 3.X?

We don't know yet when those features will be out, but it's worth mentioning that they're on the scope, just not for now... Maybe in some years, who knows!

Feature Status
Android Support TODO. This features relies on having a new build system that's able to compile the engine for android. We'll also need to revisit the OpenGL backends to make sure that they only use OpenGL ES features. Serialization needs to be checked as well.
Web Support TODO. This features relies on having a new build system that's able to compile the engine with emscripten. We'll also need to revisit the OpenGL backends to make sure that they only use WebGL compatible features. Serialization needs to be checked as well.

Cave Engine PRO

We also have solid plans for Cave Engine PRO exclusive features. Here is the list of the confirmed ones:

Feature Status
Procedural Generation Tools Work in Progress. I'm working on a procedural system that mainly focus on city generation (buildings, roads, etc). The goal is to allow you to create cities as easy as you can imagine.