Procedural Map Pipeline
StableMulti-stage terrain generation pipeline and map configuration stack are integrated in runtime.
Status Board
This is a current snapshot of what is already shipped in the project and where each system stands.
Snapshot date: February 23, 2026
Multi-stage terrain generation pipeline and map configuration stack are integrated in runtime.
Biome-specific behavior and visuals are active across map generation and rendering.
GPU-assisted terrain path is implemented and used with ongoing tuning and quality checks.
Generated terrain texture set and material blending pipeline are integrated in builds.
Macro patch seeding, per-patch quotas, adaptive separation, and density controls are implemented.
Production and quick tree gates with artifact export and biome checklists are available.
Forest-factor overlays, stage counters, and density coverage metrics are available.
LOD/draw-distance alignment is deployed and still being tuned against performance targets.
Core sim loop, building lifecycle, production queueing, and economy systems are running in-game.
Combat profiles, targeting logic, and physics are implemented with ongoing balancing work.
Victory manager and match setup flow are integrated into runtime startup and play loops.
Save manager exists and is integrated, with continued hardening expected as feature scope grows.
Framegraph-based render path is active, with continued profiling and pass-level tuning.
WebGL/entity integration and fallback logic are present for broader runtime compatibility.
In-game overlays and panel tooling are integrated for both gameplay and diagnostics.
New impact effect graph and obstacle-aware behavior are implemented and under validation.
Main menu, profile/settings flow, and sound/music managers are integrated in startup.
Performance overlays, diagnostics commands, and startup activation reports are available.