DEVLOG

WATCH IT
BE BUILT.

Breakthroughs. Compiler errors. Regressions. GREEN milestones. All of it, documented.

GREEN

LIQUIDITY: Planar Reflections Ship

LIQUIDITY ocean now renders real-time planar scene reflections. The water surface reflects the actual scene geometry — not a cubemap, not a fake. This is the real thing.

Planar reflections work by rendering the scene from a mirrored camera below the water plane, then projecting that render onto the water surface. The result is a water surface that reflects the actual scene — sky, terrain, objects — in real time.

This was the last major visual feature needed to call LIQUIDITY's core rendering complete. Shore interaction and buoyancy are next.

Watch: Planar Reflections
GREEN

Play Mode: Runtime Isolation Working

Play Mode now creates a fully isolated runtime world. The editor state is untouched while the game runs. Exiting Play Mode restores the exact authored state.

The key architectural decision: runtime EntityIDs are temporary and never written back to SIR. When you exit Play Mode, the authored world is restored exactly as you left it — no runtime mutations leak back.

This is the foundation for Edit on the Fly — the future feature that will let you modify the runtime world and choose to apply or discard those changes.

Watch: Play Mode
GREEN

SIR + PersistentID: The Foundation

The Scene IR and PersistentID system is working. Every entity has a durable identity that survives undo, redo, and reimport. This is the architectural foundation everything else builds on.

SIR is the canonical authored project truth. It is never mutated at runtime. PersistentID gives every authored entity a durable identity — a UUID that survives serialization, undo, redo, and reimport.

Human UI and future AI agents use the same semantic command layer. There is no privileged path. There is no screen-scraping. There is only the command.

Watch: SIR Architecture
GREEN

Core Editor: First Persistent Project

The editor runs. Projects persist. You can create a scene, add primitives, set properties, save, close, and reopen — and everything is exactly where you left it.

This sounds simple. It is not. Getting the command system, SIR serialization, and editor state all working together took longer than expected. But it works.

The editor is built around semantic commands from day one. Every user action — add entity, set property, delete — goes through the command layer. This is what will eventually let AI agents operate the editor.

Watch: First Persistent Project
GREEN

LIQUIDITY: First Ocean Renders

The first LIQUIDITY ocean is rendering. Animated waves, planetary curvature, HDR water surface. It looks like water.

LIQUIDITY started as a question: what would it take to build a convincing planetary ocean without a third-party water plugin? The answer is: a lot. But it's working.

The ocean uses a wave-normal distortion approach with Fresnel/GGX response. Planetary curvature is handled by offsetting the water mesh based on distance from the planet center.

Watch: First Ocean