# @nice2dev/game-engine — Changelog

All notable changes to the game engine package.

## [Unreleased] — OmniVerk Professional Roadmap

### Planned — Multi-Language Script Export (PRO-1.1)

- **C# Export** — Unity-compatible MonoBehaviour/ScriptableObject generation
- **GDScript Export** — Godot 4.x native script export
- **Lua Export** — LÖVE2D, Defold, Solar2D compatible
- **Python/Rust Export** — Pygame, Bevy ECS targets
- **Language Abstraction Layer** — universal AST for cross-language compilation

### Planned — Multi-Platform Export (PRO-1.2)

- **Unity Package Export** — .unitypackage with prefabs, materials, scripts
- **Godot Project Export** — .godot projects with scenes, resources
- **Unreal Blueprint Export** — C++ headers + Blueprint nodes
- **Web Export** — PixiJS, Phaser 3.x, Three.js standalone builds

### Planned — Scene Format Interoperability (PRO-1.3)

- **Import Unity/Godot Scenes** — parse .unity YAML, .tscn formats
- **Import Tiled/LDtk** — full tilemap support
- **.ndg Universal Format** — bidirectional sync without data loss

### Planned — Professional Editor Features (PRO-1.4)

- **Visual Scripting 2.0** — Unreal-style Blueprint system with debugger
- **Behavior Tree Editor** — AI behavior editing with real-time preview
- **Timeline Editor** — cutscene/cinematic system (like Unity Timeline)
- **Shader Graph** — visual shader editor with GLSL/HLSL export

---

## [0.2.0] — 2026-03-25

### Added — WebGPU Render Pipeline (FAZA 7.5)

- **WebGPURenderPipeline** — forward+ rendering with clustered light culling
  - PBR materials (albedo, metallic, roughness, normal, occlusion, emissive, alpha modes)
  - WGSL shaders: depth prepass, PBR forward (Schlick fresnel, GGX NDF, Smith geometry, ACES tone mapping), bloom extract
  - `GPUResourceTracker` — GPU allocation tracking by type
  - `RenderPipelineManager` — batch submission, 6-pass sorting (depth-prepass → shadow → color → transparent → post-process → ui-overlay)
  - `WebGPURenderer` — full device init via navigator.gpu, frame rendering, stats
  - `PostProcessStack` — ordered effect chain (bloom, FXAA, SSAO, DOF, color grading)
  - Quality presets: low / medium / high / ultra

### Added — Audio Bridge (FAZA 7.5)

- **GameAudioBridge** — bridges @nice2dev/ui-audio and game engine
  - `AudioBusMixer` — 6 buses (master/music/sfx/voice/ambient/ui) with volume, mute, effects
  - `SFXPool` — pooled sound instances (round-robin, steal-oldest, steal-quietest, reject)
  - `MusicManager` — track registry, crossfade (equal-power/linear/ease), adaptive audio rules
  - Audio snapshots for save/restore, spatial audio config (HRTF, equal-power)
  - `useGameAudio` hook + `GameAudioSettings` React component

### Added — Save System v2 (FAZA 7.5)

- **SaveSystemV2** — enhanced persistence with cloud support
  - Save slot types: manual / auto / checkpoint / quick
  - LZ77-style compression (dictionary-based + RLE)
  - CRC32 integrity checksum
  - `MigrationEngine` — forward/rollback save migrations with version chain validation
  - Auto-save with configurable interval and safe-state requirement
  - Cloud sync with conflict resolution (local-wins / remote-wins / newest-wins / merge / prompt)
  - Export/import all saves as Blob

### Added — Gameplay Analytics (FAZA 7.5)

- **TelemetryPipeline** — event-based telemetry with batching, categories, sample rate
- **HeatmapGenerator** — spatial grid heatmap with Gaussian blur, canvas rendering, color gradient
- **SessionRecorder** — frame-based recording at configurable FPS
- **SessionPlayer** — playback with speed control (0.1x–10x), seek, pause
- **FunnelTracker** — define funnel steps, analyze drop-off rates
- **GameplayAnalytics** — orchestrator combining all systems
- `useGameplayAnalytics` hook + `AnalyticsDashboard` React component

### Added — Exports

- Exported `DialogueSystem` module (DialogueEngine, DialogueTreeBuilder, useTypewriter, DialogueBox, ChoiceList, serialization, validation, localization, 15+ types)
- Exported `QuestSystem` module (QuestManager, QuestBuilder, QuestList, QuestTracker, 7 quest types, 12 objective types, 8 reward types)

---

## [0.1.0] — 2025-06-01

Initial beta release — no-code game engine & editor.

### Core
- ECS (Entity-Component-System) architecture
- Physics engine (2D: Rapier/Box2D, 3D: PhysicsWorld3D)
- Runtime3D (Vec3, Quaternion, World3D, Renderer3D)
- 25+ game templates (platformer, tower defense, RPG, racing, etc.)
- Visual scripting editor with node graph
- Scene editor (2D/3D), tilemap editor, particle editor

### Systems
- Dialogue system (9 node types, visual editor, variables, conditions, localization)
- Quest system (7 quest types, 12 objective types, 8 reward types)
- Inventory system (items, slots, crafting, loot, drag & drop)
- AI system (behavior trees, FSM, utility AI, GOAP, steering)
- Networking (lobby, state sync, client prediction, lag compensation)
- Monetization (IAP, ads, subscriptions, analytics, cloud saves)
- Social (leaderboards, achievements, friends, clans, chat)
- Plugin SDK (hot reload, asset packs, templates, marketplace)

### Performance
- WebGPU compute shaders (broadphase, particles, pathfinding WGSL)
- Spatial hash, quadtree, octree
- Object pooling, frame budgeting

All notable changes to `@nice2dev/game-engine` will be documented in this file.

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

---

## [0.2.0] — 2026-06-16

### 🎮 Massive Expansion — 20+ New Systems

#### Accessibility
- Full accessibility system for game UIs (screen reader support, high contrast, input remapping)

#### AI Enhancements
- Advanced AI behaviors, utility AI, GOAP (Goal-Oriented Action Planning), neural network integration

#### Animation
- Skeletal animation, blend trees, animation state machines, IK (inverse kinematics)

#### Community Features
- Player profiles, leaderboards, tournaments, clans/guilds, chat system

#### Dev Tools
- In-game debugger, entity inspector, performance profiler, console commands, hot reload

#### Documentation System
- Auto-generated API docs, tutorials, code samples, interactive playground

#### Enterprise
- Enterprise features: SSO, audit logging, compliance, deployment, analytics

#### i18n
- Full internationalization: translatable UI, date/number formatting, RTL support

#### Integration
- External service integrations: analytics, advertising, cloud saves, crash reporting

#### Kids Mode
- Kid-friendly features: content filtering, parental controls, simplified UI, safe mode

#### Monetization
- In-app purchases, subscriptions, virtual currencies, loot boxes (with odds display), ad integration

#### Multiplayer Expansion
- Advanced networking: rollback netcode, server authority, matchmaking, rooms, voice chat

#### Pathfinding Expansion
- NavMesh generation, hierarchical pathfinding, flow fields, crowd simulation

#### Performance
- Performance systems: LOD (level of detail), occlusion culling, spatial hashing, instancing, WebGPU renderer

#### Plugin Architecture
- Plugin system: lifecycle hooks, dependency resolution, sandboxing, marketplace

#### Procedural Generation
- Procedural content: terrain, dungeons, cities, vegetation, loot tables, name generator, quest generator

#### Release Management
- Build pipeline, versioning, patching, A/B testing, feature flags, update system

#### Runtime 3D
- 3D runtime: WebGL/WebGPU renderer, PBR materials, shadows, post-processing, glTF loader

#### Scene Management
- Scene system: scene graph, scene transitions, prefabs, scene serialization, async loading

#### Social Features
- Social systems: friends, messaging, sharing, activity feeds, achievements showcase

#### Tilemap System
- Tilemap engine: tile layers, auto-tiling, animated tiles, collision from tilemap, isometric/hex support

#### Tutorial System
- Interactive tutorials: highlight, tooltips, forced actions, progress tracking, skip/replay

#### Game UI System
- Game UI toolkit: HUD, health bars, minimap, inventory, dialog boxes, menus, drag-and-drop

#### XR Support
- XR/VR/AR: WebXR integration, hand tracking, spatial anchors, AR plane detection, VR locomotion

#### Epic & Legendary Features
- Advanced game features: weather system, day-night cycle, reputation system, crafting, dialogue trees, party system, world map

---

## [0.1.0] — 2026-03-17

### 🎮 Initial Release (Beta)

First public beta of `@nice2dev/game-engine` — a no-code game engine and editor for React.

### Features

- **Entity-Component-System (ECS)** — full ECS architecture with World, Entity, Component, System
- **Physics** — rigid body physics, collision detection, spatial hashing, broad/narrow phase
- **Rendering** — Canvas2D + WebGL renderers, sprite system, camera, viewport management
- **Scripting** — visual scripting engine, behavior trees, state machines
- **Input** — keyboard, mouse, gamepad, touch input managers
- **Audio** — spatial audio, sound effects, music playback
- **Networking** — multiplayer transport, state synchronization, lobby system
- **Editor** — in-browser game editor with scene hierarchy, inspector, asset browser
- **Templates** — 12+ game templates (platformer, RPG, shooter, puzzle, etc.)
- **Asset Pipeline** — asset loader, resource management, texture atlases
- **Particles** — particle emitter system with presets
- **AI** — pathfinding (A*), steering behaviors, decision trees
- **Object Pooling** — memory-efficient object pool with auto-grow
- **Profiling** — performance profiler, FPS counter, memory monitor
- **Save System** — serialization, save states, undo/redo
- **Achievements** — achievement system with progress tracking
