Project Status
This page reflects the engineering reality surfaced by the architecture trace
campaign as of `ARCHITECTURE_MAP.md` v0.7.0 (2026-05-13). It supersedes earlier
roadmap documents that framed designed-but-not-wired surface as shipping features.
For navigation, the [interactive workspace map](https://lazyxeon.github.io/AstraWeave-AI-Native-Gaming-Engine/architecture/)
visualises the same information.
What this project is
AstraWeave is an active, solo-built, research-grade AI-native game engine in development as the runtime for the Veilweaver game project. It is not a shipping engine product. Its distinguishing engineering practice is the architecture trace campaign — a 13-subsystem forensic documentation effort that produces evidence-grounded, version-controlled traces of how the engine actually works, separate from how older documentation aspirationally describes it.
The engine is built through AI-augmented development under the Genesis Code Protocol (GCP). The trace campaign is GCP applied at the documentation/audit meta-level — a counterweight to the AI-generated drift that otherwise accumulates in a 850K+ LoC workspace.
What’s working today
- Deterministic ECS substrate —
astraweave-ecsarchetype storage, generationalEntity { id, generation }, deterministic single-threaded scheduler (8 stages, executed in fixed order per tick).ParallelScheduleremoved 2026-04-18; parallelism lives at the subsystem level (rayon, tokio, GPU compute) perdocs/audits/parallel_schedule_removal_2026-04-18.md. - AI-first runtime loop —
WorldSnapshot→AIArbiter→Orchestrator.plan()→PlanIntent→tool_sandbox→ engine-sidevalidate_and_execute. 12,700+ agents at 60 FPS validated. Canonical GOAP + Behavior Trees + LLM orchestrator hybrid (astraweave-ai,astraweave-behavior,astraweave-llm). - Rendering —
astraweave-render78K LoC + 71 WGSL shaders. Disney BRDF + multi-scatter PBR, 4-cascade CSM shadows, IBL cubemaps, clustered forward+, Lumen GI and VXGI (both implemented), TAA, SSAO/GTAO, SSGI, SSR, volumetric fog, god rays, atmosphere, particle system, impostor LOD3. Editor is fully unified onto this pipeline post-Fix-27 (April 2026). - Terrain —
astraweave-terrainwith climate field, Whittaker biome lookup, per-biome parameter blending, regional archetype variation, 32-layer material pipeline driven byMaterialLibraryinastraweave-render. - Visual editor —
tools/aw_editor224K LoC, 41 panel types, 49 panel files, ~9,397 test annotations. Editor depends onastraweave-rendernon-optionally post-Fix-27. - Physics —
astraweave-physicswrapping Rapier3D 0.22.PhysicsWorld+CharacterController.Send + Sync. - Foundation verification — Miri (977 tests across
ecs,math,core,sdkwith zero undefined behavior) + Kani proofs (71+ harnesses across safety-critical crates).
What’s in active development
- Veilweaver — the game project this engine is built for. Vertical slice shipped February 2026; full game development is the next 12-18 months of primary effort.
- Editor Multi-Tool Architecture Campaign (Sub-phase 3) — Mediator Brush
diagnostic, Round 8 closure. §7.7 wrapped-component resource identity trap
surfaced at four layers; Real-Fix.A/B/C landed, Real-Fix.D pending. See
aw_editor.md§1. - Editor Behavioral Correctness Audit remediation — 37 fixes across 47
commits shipped; per-audit open items still pending Andrew-gate. See
docs/current/EDITOR_BEHAVIORAL_CORRECTNESS_AUDIT.md. - Architecture trace campaign — 13 of N subsystems traced. Treated as part
of the production contract by
CLAUDE.md. Adding more traces as subsystems cross the non-trivial-surface threshold.
What’s in-design (research surface, not currently runtime-wired)
Per ARCHITECTURE_MAP.md §5.1, the workspace carries ~200K LoC of
in-design-but-tested surface — code that passes its own tests but has zero
production callers. This is the signature of breadth-first AI-augmented
development, not a flaw. Each item is documented honestly as awaiting a wiring
decision:
| Subsystem | LoC | Status note |
|---|---|---|
astraweave-fluids | ~84.5K | Only examples/fluids_demo consumes it. Five parallel solver surfaces, no game-loop deps. Q12 in §14. |
astraweave-memory | ~11K | Zero in-engine production consumers. Q11 in §14. |
astraweave-coordination | ~5.3K | Zero workspace consumers; 3 commented-out pub mod declarations. |
Advanced GOAP (astraweave-ai/src/goap/) | ~16.7K | Feature planner_advanced; parallel to canonical GOAP. Q2 in §14. |
| LLM Production Hardening | ~15K | Rate limiting / circuit breakers / A/B routing / retry / telemetry / ToolGuard / 4-tier fallback — runtime path bypasses entirely. Q4 in §14. |
RAG composite (astraweave-rag + embeddings + context) | ~12.3K | Held as field by 5 dormant consumer crates. HNSW advertised; actual is linear scan. |
| Dialogue LLM layer | ~2.9K | 60% of astraweave-dialogue. Basic DialogueGraph is production-wired; LLM layer is not. |
astraweave-net-ecs ECS Plugin layer | medium | Working tests, no production consumer; declared-but-unused dep in astraweave-stress-test. |
astraweave-persistence-ecs Plugin layer | medium | auto_save_system body is comment-only TODO; replay_system advances tick but never applies events. Q18 in §14. |
Plus dormant scaffolding (TODO-only bodies), orphan source files, declared-but-unused
Cargo deps, dormant feature flags, and the aspirational documentation tree from
commit 28bc94f21. Full taxonomy in ARCHITECTURE_MAP.md §5.
What’s not shipping yet
The engine itself. There is no v1.0 timeline. The engine ships when Veilweaver ships, which is a 12–18 month horizon as of this update (2026-05-15). API stability guarantees do not exist; consumers should pin to a commit.
Open questions (cross-cutting)
ARCHITECTURE_MAP.md §14 documents 23 cross-cutting open questions surfaced by
the trace campaign — decisional items that affect more than one subsystem and
require explicit Andrew-gate decisions. Highlights:
- Q1 — Long-term plan for legacy
astraweave-core::World(dual-World coexistence). - Q2 — Two GOAP implementations: consolidation roadmap?
- Q3 — Runtime LLM model default (currently
phi3:mediumdespite Qwen3 doc-comments). - Q4 — Production-hardening surface bypassed by runtime
AIArbiterpath. - Q5 — §7.7 wrapped-component resource identity trap, preventive instrumentation.
- Q11, Q12 — Memory pipeline and Fluids dormancy: production-wire, prune, or rebrand?
- Q17 — Standalone server HMAC vs. XOR
sign16mismatch. - Q20 — Editor god-struct refactor (
EditorApp123 fields).
The list is exhaustive; the architecture map is the canonical reference.
Further reading
- Interactive workspace map — explore the engine.
ARCHITECTURE_MAP.md— consolidated synthesis (2,500+ lines, version-controlled).- 13 per-subsystem traces
under
docs/architecture/. - Benchmark dashboard — performance measurements.