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Highlights from the engine changelog, grouped by area and linked to the docs. The current released workspace version is 1.2.0; 1.3.0 is in development.

1.3.0 — in development

World-model & evaluation substrate

  • euca-online — interactive world substrate. OnlineWorld exposes observe / peek / step, with the tested peek == step invariant.
  • Regret grading. Prequential regret in nats against the known generative distribution; a perfect predictor scores 0.
  • fork_peek counterfactual branching — clone mid-episode; the unchanged remainder stays bit-identical.
  • euca-dataset — world-model data engine. Object-centric state/action/event extraction consuming ground-truth segmentation/depth channels.
  • Editor Evaluation mode — a ground-truth inspector that makes observe/peek/fork/regret visible.

Unified rule engine

  • euca-rule — pure-data Rule DSL. One Rule (condition + declared distribution + effects) drives MOBA, agent, editor, and dataset paths.
  • Single-RNG CI gate — one deterministic RNG source across the rule/online path.

Physics

  • Iterated SI solver + rotation-aware narrow-phase, convex colliders, static triangle meshes, compound colliders via convex decomposition, and reduced-coordinate articulation (Phases 1–4).

ECS scale

  • Chunked parallel queries — the 5-system pipeline runs ~11.3× faster at 1M entities (2.7 ms vs 30.6 ms on M4 Pro). spawn_batch (~16×). Commands deferred mutation.

Rendering

  • Velocity pass wired (TAA + motion blur no longer no-ops), real per-frame frustum culling + LOD, a post-process Sobel outline, and GPU-timing in the profiler.

Asset pipeline

  • AI-3D-gen world-model decoupling + provenance — generated appearance provably never touches the hashed state_digest. Cooked-asset LOD pipeline with PNG-compressed textures.

RHI & native Metal

  • euca-rhiRenderDevice trait decoupling the renderer from any GPU API, plus a native Metal backend (Apple Silicon).

1.2.0 — released

The last released version: the build/play/experiment HTTP surface, the gameplay and MOBA layers, the forward PBR renderer, and the physics solver foundation that 1.3.0 builds on.
This is a curated summary. Capability pages carry the current, code-verified detail; the API reference is generated from the live handlers.