GoudEngine Alpha Release
Master tracking issue for the alpha release. Sub-issues below represent the full feature breakdown — click any to drill down.
Project Board: GoudEngine Alpha
Alpha Definition
A developer can build a complete game (2D or 3D) using any supported SDK, and deploy it to desktop, web, and mobile from the same codebase.
Phase 0: Foundation
No dependencies. Start immediately.
Feature
Status
Notes
F00: Foundation & DX (#115 )
⬜
All 13 tasks run PARALLEL
PR Batch 0.1 — 13 PRs parallel, merge all:
#141 #142 #143 #144 #145 #146 #147 #148 #149 #151 #156 #158 #160
/gh-issue 141 142 143 144 145 146 147 148 149 151 156 158 160 --worktree
$gh-issue 141 142 143 144 145 146 147 148 149 151 156 158 160 --worktree
GATE: Templates, CONTRIBUTING.md, board, labels all merged.
Phase 1: Core Stabilization
Depends on: Phase 0 complete
Feature
Status
Notes
F01: Core Stabilization (#116 )
🔄
3/4 Track A done, Tracks B-D pending
F13-A: Critical SDK Bugs (#128 )
⬜
WASM bugs (moved from Phase 3)
F23-Step1: Docs Infra (#138 )
⬜
Docs site setup (moved from Phase 6)
PR Batch 1.1 — 13 PRs parallel, merge all:
GATE: All files < 500 lines. No layer violations. All unsafe has SAFETY. Critical SDK bugs fixed. Docs CI pipeline live.
Phase 2: Core Systems
Depends on: Phase 1 complete
F02 (Provider Abstraction) starts FIRST — its RFC and traits unblock F03, F04.
Feature
Status
Dependency
Notes
F02: Provider Abstraction (#117 )
⬜
Phase 1
START FIRST (RFC blocks F03, F04)
F03: Physics (#118 )
⬜
F02-03
After PhysicsProvider trait
F04: Audio (#119 )
⬜
F02-04
After AudioProvider trait
F05: Text & Fonts (#120 )
⬜
Phase 1
✅ Parallel
F06: Animation (#121 )
⬜
Phase 1
✅ Parallel
F07: Scene Management (#122 )
⬜
Phase 1
✅ Parallel
F08: UI Framework (#123 )
⬜
F05
After text rendering
F10: ECS Improvements (#125 )
⬜
Phase 1
✅ Parallel
F11: Asset System (#126 )
⬜
Phase 1
✅ Parallel
F12: Error Handling (#127 )
⬜
Phase 1
✅ Parallel
F22-A: Test Infra (#137 )
⬜
Phase 1
Moved from Phase 5
F23-Step2: Architecture Docs (#138 )
⬜
Phase 1
Moved from Phase 6
F25: Networking (#140 )
⬜
Phase 1
✅ Parallel (RFC first)
PR Batch 2.1 — 1 PR, merge before anything else:
PR Batch 2.2 — parallel, merge all:
F02: F02-02: Implement RenderProvider trait #221 , F02-03: Implement PhysicsProvider trait #224 , F02-04: Implement AudioProvider trait #227 , F02-05: Implement WindowProvider trait #237 , F02-06: Implement InputProvider trait #241
/gh-issue 221 224 227 237 241 --worktree
$gh-issue 221 224 227 237 241 --worktree
F05: F05-01: Font asset loader (TTF, OTF) #150
F06: F06-01: Sprite sheet animation #169
F07: F07-01: Multiple worlds/scenes support #202
F10-A: F10-01: Change detection (Changed<T>, Added<T>) #164 , F10-02: EventReader<T> / EventWriter<T> #165 , F10-03: Optional component queries (Option<&T>) #166 , F10-09: Query caching between frames #182
F10-B: F10-04: 3D hierarchy transform propagation #167 , F10-05: Entity cloning / prefab instantiation #168 , F10-06: Plugin system #179
/gh-issue 164 165 166 182 167 168 179 --worktree
$gh-issue 164 165 166 182 167 168 179 --worktree
F11: F11-01: Async asset loading #195
F12: F12-01: Structured error types across FFI #242
F22-A: F22-04: Code coverage reporting (80%+ target) #255
F25: F25-01: NetworkProvider trait design (RFC) #356
PR Batch 2.3 — 21 PRs parallel, merge all:
F02: F02-07: Engine configuration builder with provider selection #245
F03: F03-01: Integrate rapier2d as default 2D physics #268 , F03-02: Integrate rapier3d as default 3D physics #271
/gh-issue 268 271 --worktree
$gh-issue 268 271 --worktree
F04: F04-01: Implement audio asset loader (WAV, OGG, FLAC) #328
F05: F05-02: Glyph atlas generation and caching #152
F06: F06-02: Animation controller (states, transitions) #170 , F06-03: Tween/easing library #172 , F06-04: Skeletal animation (2D bones) #174
/gh-issue 170 172 174 --worktree
$gh-issue 170 172 174 --worktree
F07: F07-02: Scene loading and unloading #203 , F07-03: Scene serialization (save/load) #204 , F07-04: Prefab system (entity templates) #206
/gh-issue 203 204 206 --worktree
$gh-issue 203 204 206 --worktree
F10: F10-07: Default systems #180 , F10-08: Non-send resources #181 , F10-10: System sets and ordering groups #183
/gh-issue 180 181 183 --worktree
$gh-issue 180 181 183 --worktree
F11: F11-02: Asset dependency tracking and cascade reload #197 , F11-03: Tiled map loader and renderer #199 , F11-04: Mesh asset loader (GLTF, OBJ) #200 , F11-05: Material asset type #201 , F11-06: Animation asset type #213 , F11-07: Config asset type (JSON, TOML) #216
/gh-issue 197 199 200 201 213 216 --worktree
$gh-issue 197 199 200 201 213 216 --worktree
F12: F12-02: Error context propagation #246 , F12-03: Error recovery strategies documentation #250 , F12-04: SDK error types #264
/gh-issue 246 250 264 --worktree
$gh-issue 246 250 264 --worktree
F22-A: F22-01: Headless renderer for CI #251 , F22-02: FFI safety test suite #253 , F22-03: Integration test suite (cross-layer) #254
/gh-issue 251 253 254 --worktree
$gh-issue 251 253 254 --worktree
F23: F23-04: Architecture deep-dive guide #295 , F23-06: Provider system documentation #310
/gh-issue 295 310 --worktree
$gh-issue 295 310 --worktree
F25: F25-02: UDP transport layer #358 , F25-04: WebSocket transport #364
/gh-issue 358 364 --worktree
$gh-issue 358 364 --worktree
PR Batch 2.4 — 18 PRs parallel, merge all:
F02: F02-08: Provider hot-swap support (dev mode) #249 , F02-09: Provider capability query API #252
/gh-issue 249 252 --worktree
$gh-issue 249 252 --worktree
F03: F03-03: Physics step system (fixed timestep) #275 , F03-04: Gravity system #276 , F03-05: Collision response system #277
/gh-issue 275 276 277 --worktree
$gh-issue 275 276 277 --worktree
F04: F04-02: Complete AudioManager integration #350 , F04-03: Per-channel volume control #351 , F04-04: Audio streaming for large files #352
/gh-issue 350 351 352 --worktree
$gh-issue 350 351 352 --worktree
F05: F05-03: Text rendering API #153 , F05-04: Text layout (alignment, wrapping, line spacing) #154 , F05-05: Bitmap font support #155
/gh-issue 153 154 155 --worktree
$gh-issue 153 154 155 --worktree
F06: F06-05: Animation blending and layering #176 , F06-06: Animation events (callbacks at keyframes) #184
/gh-issue 176 184 --worktree
$gh-issue 176 184 --worktree
F07: F07-05: Scene transitions #208
F08: F08-01: UI component system #233
F11: F11-08: Asset packaging for distribution #220 , F11-09: Compressed texture support (DDS, BC) #225 , F11-10: Reference counting for asset handles #228 , F11-11: Fallback/default assets on load failure #234 , F11-12: Virtual filesystem abstraction #238
/gh-issue 220 225 228 234 238 --worktree
$gh-issue 220 225 228 234 238 --worktree
F12: F12-05: Error logging integration #266 , F12-06: Debug/diagnostic mode #269
/gh-issue 266 269 --worktree
$gh-issue 266 269 --worktree
F25: F25-06: Serialization framework #374
PR Batch 2.5 — 16 PRs parallel, merge all:
F03: F03-06: Collision event system #298 , F03-07: Trigger/sensor zones #299 , F03-08: Raycasting API #300 , F03-09: Collision layers and masks #301
/gh-issue 298 299 300 301 --worktree
$gh-issue 298 299 300 301 --worktree
F04: F04-05: 3D spatial audio #353 , F04-06: Web Audio provider for WASM #354 , F04-09: Audio crossfade and mixing #373
/gh-issue 353 354 373 --worktree
$gh-issue 353 354 373 --worktree
F05: F05-06: Expose text rendering via FFI #157 , F05-07: Text in all SDKs #159 , F05-08: Unicode and multi-language support #161
/gh-issue 157 159 161 --worktree
$gh-issue 157 159 161 --worktree
F06: F06-07: Expose animation via FFI #185 , F06-08: Animation in all SDKs #187
/gh-issue 185 187 --worktree
$gh-issue 185 187 --worktree
F07: F07-06: Expose scene management via FFI #219 , F07-07: Scene management in all SDKs #222
/gh-issue 219 222 --worktree
$gh-issue 219 222 --worktree
F08: F08-02: Layout engine (flex-like) #236 , F08-04: Input handling for UI #244
/gh-issue 236 244 --worktree
$gh-issue 236 244 --worktree
F25: F25-07: Client-server architecture #376
PR Batch 2.6 — 12 PRs parallel, merge all:
PR Batch 2.7 — 6 PRs parallel, merge all:
PR Batch 2.8 — 1 PR, merge:
GATE: Provider traits defined. Physics + audio working. Text renders. 80% coverage CI running. Architecture docs drafted.
Phase 2.5: AI Debugger & Runtime Observability
Depends on: Phase 2 core systems functional
Phase 2 PR batches keep their original numbering. This phase uses 2.5.x batches to avoid renumbering the rest of the roadmap.
Feature
Status
Dependency
Notes
F21: Debugger, Observability & AI Agent Runtime Tools (#136 )
🔄
Phase 2
One debugger service, one local MCP bridge, one public debug surface
PR Batch 2.5.0 — issue graph restructure and scope move:
Roadmap / umbrella / v2 cleanup: ALPHA-001: GoudEngine Alpha Release #114 , F21: Debugger, Observability & AI Agent Runtime Tools #136 , ALPHA-002: GoudEngine Alpha v2 #475
Existing F21 scope retargeted into Phase 2.5: F21-01: FPS counter / debug overlay #205 , F21-02: Frame profiler (CPU time per system) #207 , F21-03: Debug draw API (wireframe shapes) #209 , F21-04: Render statistics #210 , F21-05: Memory usage tracking #211 , F21-06: Entity/component inspector (runtime) #229 , F21-07: Expose debug tools via FFI #230 , F21-08: Performance benchmark suite #231
GATE: The roadmap and issue graph reflect Phase 2.5 as the canonical home for debugger, profiling, replay, capture, and AI-agent runtime tooling.
PR Batch 2.5.1 — parallel contract and design work:
GATE: Runtime topology, snapshot schema, local transport/security, and debugger enablement contracts are approved.
PR Batch 2.5.2 — parallel engine substrate work:
GATE: The debugger runtime singleton exists and is the canonical producer for profiling, render stats, memory stats, and entity inspection.
PR Batch 2.5.3 — parallel control/protocol work:
F21-03: Debug draw API (wireframe shapes) #209 , F21-12: Debugger control plane (pause, step, time-scale, input injection) #514 , F21-13: Visual capture pipeline (screenshots, framebuffer snapshots, debug attachments) #515 , F21-14: Input recording and deterministic replay #516 , F21-16: MCP bridge server (stdio-first) and tool surface #518 , F21-23: Structured metrics and trace export API #525
/gh-issue 209 514 515 516 518 525 --worktree
$gh-issue 209 514 515 516 518 525 --worktree
GATE: Control, capture, replay, MCP tools, and structured export all operate against the shared debugger contract.
PR Batch 2.5.4 — parallel public surface rollout:
GATE: Rust, C#, Python, and TypeScript desktop surfaces all expose debugger mode consistently and can attach through the local bridge.
PR Batch 2.5.5 — DX and docs rollout:
GATE: Feature Lab, AI setup, and SDK docs make local AI-agent attach plug-and-play in dev mode.
Phase 3: Rendering Pipeline + SDK Expansion
Depends on: Phase 2 core systems functional and Phase 2.5 debugger/runtime observability contracts complete
Feature
Status
Dependency
Notes
F09: Rendering Pipeline (#124 )
⬜
Phase 2
Start first (wgpu migration)
F13-B/C: SDK Tests + Infra (#128 )
⬜
Phase 2
Test coverage + codegen CI
F14: C/C++ SDK (#129 )
⬜
Phase 2 FFI
✅ Parallel
F15: Lua Scripting (#130 )
⬜
Phase 2 FFI
✅ Parallel
F16: Swift SDK (#131 )
⬜
F14 (C headers)
After F14-01
F17: Kotlin/Java SDK (#132 )
⬜
Phase 2 FFI
✅ Parallel
F18: Go SDK (#133 )
⬜
F14 (C headers)
After F14-01
PR Batch 3.1 — 2 PRs sequential (wgpu first, then winit):
PR Batch 3.2 — 12 PRs parallel, merge all:
PR Batch 3.3 — 13 PRs parallel, merge all:
PR Batch 3.4 — 12 PRs parallel, merge all:
PR Batch 3.5 — 14 PRs parallel, merge all:
F09: F09-19: OpenGL backend as legacy provider #363 , F09-20: Window resize, fullscreen, aspect ratio #367
/gh-issue 363 367 --worktree
$gh-issue 363 367 --worktree
F14: F14-07: vcpkg/Conan package #347 , F14-08: C/C++ SDK documentation #349
/gh-issue 347 349 --worktree
$gh-issue 347 349 --worktree
F15: F15-04: Hot-reload for Lua scripts #368 , F15-05: Lua example game (Flappy Bird parity) #369 , F15-06: Lua test suite #372 , F15-07: LuaRocks package #375 , F15-08: Lua SDK documentation #377
/gh-issue 368 369 372 375 377 --worktree
$gh-issue 368 369 372 375 377 --worktree
F16: F16-03: Swift Package Manager integration #189 , F16-04: Swift example game (Flappy Bird parity) #190 , F16-05: Swift test suite #191 , F16-06: Swift SDK documentation #212
/gh-issue 189 190 191 212 --worktree
$gh-issue 189 190 191 212 --worktree
F17: F17-03: Gradle build integration #223 , F17-04: Kotlin example game (Flappy Bird parity) #226 , F17-05: Kotlin test suite #232 , F17-06: Maven Central package #235 , F17-07: Kotlin SDK documentation #239
/gh-issue 223 226 232 235 239 --worktree
$gh-issue 223 226 232 235 239 --worktree
F18: F18-02: Go wrapper package #247 , F18-03: Go module setup #258 , F18-04: Go example game (Flappy Bird parity) #260 , F18-05: Go test suite #262 , F18-06: Go SDK documentation #263
/gh-issue 247 258 260 262 263 --worktree
$gh-issue 247 258 260 262 263 --worktree
GATE: wgpu works. All 9 SDK languages have Flappy Bird parity.
Phase 4: Platform Expansion
Depends on: Phase 3 rendering pipeline stable
Feature
Status
Dependency
Notes
F19: Mobile Platform (#134 )
⬜
Phase 3 (wgpu)
iOS + Android
F20: Console Strategy (#135 )
⬜
Phase 3 (wgpu)
Research only
PR Batch 4.1 — 5 PRs parallel:
PR Batch 4.2 — 5 PRs parallel, merge all:
PR Batch 4.3 — 5 PRs parallel, merge all:
GATE: iOS sim + Android emulator running. Console porting guide written.
Phase 5: Quality Polish
Depends on: Phase 4 platforms working
Feature
Status
Dependency
Notes
F22-B: Advanced Quality (#137 )
⬜
Phase 4
Fuzz, security, perf regression
PR Batch 5.1 — 4 PRs parallel, merge all:
GATE: 80%+ test coverage. Perf regression CI. No critical unsafe issues.
Phase 6: Documentation & Examples
Depends on: Phase 5 quality bar met
Feature
Status
Dependency
Notes
F23: Documentation (#138 )
⬜
Phase 5
Tutorials (infra in Phase 1, arch in Phase 2)
F24: Example Games (#139 )
⬜
Phase 5
6 example games
PR Batch 6.1 — 6 PRs parallel, merge all:
PR Batch 6.2 — 5 PRs parallel, merge all:
GATE: Docs site live. 3+ example games. Getting-started for every SDK.
Quality Gates Summary
Phase
Gate Criteria
0 → 1
Templates, CONTRIBUTING.md, board, labels in place
1 → 2
All files < 500 lines. No layer violations. All unsafe has SAFETY. WASM bugs fixed. Docs CI live
2 → 2.5
Provider traits defined. Physics + audio working. Text renders. 80% coverage CI. Architecture docs
2.5 → 3
Debugger singleton/runtime contract approved and implemented, MCP bridge works locally, SDK desktop enablement is consistent, replay/capture/export surface is defined, and docs support local AI attach
3 → 4
wgpu works. All 9 SDK languages have Flappy Bird parity
4 → 5
iOS sim + Android emulator running. Console porting guide written
5 → 6
80%+ test coverage. Perf regression CI. No critical unsafe issues
6 → Alpha
Docs site live. 3+ example games. Getting-started for every SDK
Success Criteria
Complete 2D game buildable in all 9 SDK languages
Deploy to Windows, macOS, Linux, Web, iOS, Android
80%+ test coverage on new code
Docs site live with guides for every language
3+ polished example games
Provider system works (renderer, physics, audio swappable)
Multiplayer networking functional (4 clients at 60fps)
A local AI agent can attach to any supported desktop GoudEngine app in dev mode through the debugger + MCP bridge workflow
Runtime debugger surfaces expose semantic game state, service health, profiling, capture, and replay data through one shared contract
See ALPHA_ROADMAP.md for full technical details.
GoudEngine Alpha Release
Master tracking issue for the alpha release. Sub-issues below represent the full feature breakdown — click any to drill down.
Alpha Definition
A developer can build a complete game (2D or 3D) using any supported SDK, and deploy it to desktop, web, and mobile from the same codebase.
Phase 0: Foundation
PR Batch 0.1 — 13 PRs parallel, merge all:
#141 #142 #143 #144 #145 #146 #147 #148 #149 #151 #156 #158 #160
GATE: Templates, CONTRIBUTING.md, board, labels all merged.
Phase 1: Core Stabilization
PR Batch 1.1 — 13 PRs parallel, merge all:
GATE: All files < 500 lines. No layer violations. All unsafe has SAFETY. Critical SDK bugs fixed. Docs CI pipeline live.
Phase 2: Core Systems
PR Batch 2.1 — 1 PR, merge before anything else:
PR Batch 2.2 — parallel, merge all:
PR Batch 2.3 — 21 PRs parallel, merge all:
PR Batch 2.4 — 18 PRs parallel, merge all:
PR Batch 2.5 — 16 PRs parallel, merge all:
PR Batch 2.6 — 12 PRs parallel, merge all:
PR Batch 2.7 — 6 PRs parallel, merge all:
PR Batch 2.8 — 1 PR, merge:
GATE: Provider traits defined. Physics + audio working. Text renders. 80% coverage CI running. Architecture docs drafted.
Phase 2.5: AI Debugger & Runtime Observability
PR Batch 2.5.0 — issue graph restructure and scope move:
GATE: The roadmap and issue graph reflect Phase 2.5 as the canonical home for debugger, profiling, replay, capture, and AI-agent runtime tooling.
PR Batch 2.5.1 — parallel contract and design work:
GATE: Runtime topology, snapshot schema, local transport/security, and debugger enablement contracts are approved.
PR Batch 2.5.2 — parallel engine substrate work:
GATE: The debugger runtime singleton exists and is the canonical producer for profiling, render stats, memory stats, and entity inspection.
PR Batch 2.5.3 — parallel control/protocol work:
GATE: Control, capture, replay, MCP tools, and structured export all operate against the shared debugger contract.
PR Batch 2.5.4 — parallel public surface rollout:
GATE: Rust, C#, Python, and TypeScript desktop surfaces all expose debugger mode consistently and can attach through the local bridge.
PR Batch 2.5.5 — DX and docs rollout:
GATE: Feature Lab, AI setup, and SDK docs make local AI-agent attach plug-and-play in dev mode.
Phase 3: Rendering Pipeline + SDK Expansion
PR Batch 3.1 — 2 PRs sequential (wgpu first, then winit):
PR Batch 3.2 — 12 PRs parallel, merge all:
PR Batch 3.3 — 13 PRs parallel, merge all:
PR Batch 3.4 — 12 PRs parallel, merge all:
PR Batch 3.5 — 14 PRs parallel, merge all:
GATE: wgpu works. All 9 SDK languages have Flappy Bird parity.
Phase 4: Platform Expansion
PR Batch 4.1 — 5 PRs parallel:
PR Batch 4.2 — 5 PRs parallel, merge all:
PR Batch 4.3 — 5 PRs parallel, merge all:
GATE: iOS sim + Android emulator running. Console porting guide written.
Phase 5: Quality Polish
PR Batch 5.1 — 4 PRs parallel, merge all:
GATE: 80%+ test coverage. Perf regression CI. No critical unsafe issues.
Phase 6: Documentation & Examples
PR Batch 6.1 — 6 PRs parallel, merge all:
PR Batch 6.2 — 5 PRs parallel, merge all:
GATE: Docs site live. 3+ example games. Getting-started for every SDK.
Quality Gates Summary
Success Criteria
See ALPHA_ROADMAP.md for full technical details.