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What SeasonEngine actually does

Ten pages, one per subsystem, written against the source rather than against an ambition. Each one ends with a list of what is missing, because you should be able to decide against this engine using its own documentation.

The short version: a forward renderer with a fixed pass schedule, four hand-written graphics backends, dynamic global illumination, a physical sky, and one placement contract shared by 2D and 3D. No frame graph, no scene format, no editor. If that sounds like a small engine, it is — deliberately.

The frame

How a picture gets made, in the order it happens.

Scene content

What you put in front of the camera, and how you interact with it.

Portability

Capability matrix

Audited against the source. The absent rows are here for the same reason as the shipped ones — you should be able to decide against the engine from its own documentation.

CapabilityStatusWhere it lives / note
Fixed pass schedule with two compute phasesShippedRendering/RenderPass.cs
Metallic-roughness PBR from glTFShippedModels/GltfAsset.cs
Cascaded shadow maps, 3 + 1 punctualShippedRendering/CascadedShadow.cs
DDGI dynamic global illuminationShippedRendering/Effects/Ddgi.cs
Ambient occlusion, GTAO-liteShippedRendering/Effects/Gtao.cs — half resolution, not reference GTAO
TAA with variance clippingShippedRendering/Effects/Taa.cs
Bloom and HDR tonemapShippedRendering/Effects/Bloom.cs
Sky atmosphere, day/night cycle, cloudsShippedRendering/Effects/SkyAtmosphere.cs
glTF skinning, morph targets, animation clipsShippedModels/GLTFAnimationPlayer.cs
GPU instancing with per-instance animationShippedControls/InstancedModel.cs
MSDF text on all backendsShippedControls/Texts.cs
Per-instance picking, four highlight stylesShippedPanels/ObjectPicker.cs
CPU frustum and light-space shadow cullingShippedRendering/Frustum.cs
Device services on six platformsPartialcoverage differs per service and platform
WebGPU backendPartialbehind the desktop backends in feature parity
Property editing in the reference appPartialfixed fields, no general property grid
Animation blending and state machinesAbsentone clip at a time, switched as a cut
Scene serialization, save and loadAbsentno scene format yet — scenes are C# code
Texture compressionAbsentplanned, Track A
Indirect draw and GPU-driven cullingAbsentplanned, Track A
Occlusion cullingAbsentplanned, Track A
Level of detailAbsentno automatic LOD or mesh simplification
Visual editorAbsentout of scope by design, not a gap
PhysicsAbsentcollision helpers only, in the sample app

Planned work is tracked on the roadmap, which is the same document the engine is developed against rather than a marketing version of it.