| M0 · Foundation |
Stylized renderer on Vulkan, Metal, WebGPU & WebGL 2; Look JSON; GLB skinning; web library mode |
SHIPPED |
| M1 · Scene & Studio |
Canonical JSON scenes/prefabs, schemas, undo, ABEW v4 entity cooking & Ganbate Studio interface |
SHIPPED |
| Physics (Ahead of Schedule) |
Deterministic 60 Hz rigid bodies, 5 joints, CCD, character controller & bit-identical state hashes |
SHIPPED |
| M2 · Live Link & Cameras |
Live Look, light, material & camera syncing to running browser/phone games; aspect profiles |
IN PROGRESS |
| M3 · Stages & Sequencer |
Timeline sequencer (cuts, clips, audio/haptics), HUD anchors, stage previews & Play-In-Editor |
PLANNED |
| M4 · Device Gates & Switch |
Sustained 120 Hz / 240 Hz framecheck qualification across devices & legacy renderer deletion |
PLANNED |
| M5–M7 · World, Cast & Audio |
Heightfield terrain & foliage, animation graphs/IK/character creator, particles & audio buses |
PLANNED |
| M8 · Native Mobile Shells |
iOS (Metal) & Android (Vulkan) native shells, CJK text shaping, haptics & accessibility bridges |
PLANNED |
| M9 · Open Worlds & Title #2 |
Second non-card movement/collision game proving full reuse; cell streaming, HLOD & job fibers |
PLANNED |
| M10 · Console Platforms |
Authorized D3D12 and console devkit backends behind the unified RHI |
HORIZON |