Roadmap
Mood imageAn engine moving forward, week after week.
What already runs, what’s on the bench, what comes next.
Done
- Ray-traced global illumination and reflections, DLSS
- Sculpting and modeling
- Geometry nodes
- UV and unwrap
- Animation, rigging, IK
- jolt-rs: Jolt Physics ported to pure Rust
- Vehicle (jolt-rs, three-level deformation)
- Physically simulated engine sound
- Binaural spatial audio
In progress
- In-game editing
- NURBS / BRep
- Native 3D compositing
- Virtual geometry
- Neural rendering
Next
- Native AI in the editor
- A first playable slice of Droveto
- Engine documentation
- Licenses for partner studios
- Multiplayer: dedicated servers in Rust
- Film pipeline: ACES, USD
Every workshop, with its real status.
- Modeling & sculpting Live
- Texturing & node materials Live
- Geometry nodes Live
- UV & unwrap Live
- Animation & rigging Live
- Real-time ray-traced rendering Live
- Vehicle physics & deformation Live
- Binaural spatial audio Live
- NURBS / BRep In progress
- In-game editing In progress
- Native 3D compositing In progress
- Native AI Planned
- Film pipeline Planned
- 01 Our games first: Droveto, then Yokiru.
- 02 Then a few partner studios, under private license.
- 03 Film and native AI are part of the project’s direction.
- 04 And the wish to work with schools.
A direction, not a schedule.
01
Overview
The engine’s pillars and the status of every workshop.
02
Rendering
Ray-traced global illumination and reflections, DLSS.
03
Vehicles & physics
jolt-rs physics, tires, deformable bodywork, engine sound.
04
Audio
Binaural spatial audio, simulated acoustic propagation.
05
Built-in creation
Modeling, sculpting, texturing, nodes and animation, in the editor.
06
Rust & jolt-rs
The engine’s language, jolt-rs, servers.
Mood image
Are you a studio? Let's talk →
Ionun is the engine of our games. We work with a few partner studios, under private license.