Roadmap

What we are building next

Current work comes first, and implemented work stays at the end. Priorities may move as the engine and its users give us better information.

  1. Animation

    GPU skinning and skeletal animation

    In progress

    Load animated characters from glTF and play them without moving skinning work into the game loop.

    • Skeletons, joints, and skinned meshes
    • GPU skinning on every graphics backend
    • Playback, looping, speed, and time controls
    • Clip blending, cross-fades, and animation layers
  2. Shaders

    Compute shaders and a stronger NSL

    In progress

    Write one shader and compile it for Vulkan, Direct3D 12, Metal, OpenGL, and WebGPU.

    • Compute shaders, storage buffers, and dispatch
    • Better generated code for every backend
    • Clear errors that point to the original source
    • A more consistent language across backends
  3. Resources

    Asset bundles and optional encryption

    Next up

    Package assets for shipping without changing the way your game loads them.

    • Small bundles that can be loaded on demand
    • Optional encryption for shipped assets
    • The same API for loose and bundled files
    • A command-line tool that builds the bundles
  4. Audio

    Mixer buses and effects

    Planned

    Group, balance, and process music, effects, and voices in one mixer.

    • Mixer buses with volume, mute, and solo
    • Reverb, delay, filters, and compression
    • Click-free fades and parameter changes
    • Lower-latency playback
  5. Physics

    More physics tools

    Planned

    Cover common gameplay needs without making the physics API harder to use.

    • Joints, springs, and constraints
    • Shape casts, overlap tests, and filtered raycasts
    • Trigger volumes and collision events
    • Character movement helpers
  6. Platforms

    Android support

    Implemented

    The Vulkan renderer, the window layer, and packaging, on phones from Android 7.0.

    • Native windowing, touch input, and app lifecycle
    • Cross-compiled for arm64 and x86_64
    • An APK packer that needs no Gradle project
    • The same scripts and resource paths as a desktop build
  7. Platforms

    iOS support

    Implemented

    The Metal renderer and NSL on iPhone and iPad, from iOS 13.

    • Native windowing, touch input, and app lifecycle
    • Your main() unchanged from the desktop build
    • A static library, cross-compiled for arm64
    • A packer that builds and signs the app on your Mac

What stays the same

More capability, not more ceremony

Build with Natiny today

The current release is ready to use.