Dev log #4 - trajectory

In dev log #3 we spoke about converging our design efforts into a cohesive whole as we approach v1.0.0. This time we take a look a little past 1.0, and the choices made that will affect our trajectory.

A lot of decisions go into a game engine that seem inconsequential but end up stacking into many divergent paths, but since our ultimate goal is shipping games using the engine and not the infinite engine treadmill - some of the choices have a longer term effect. Let's consider a few!

This is a companion discussion topic for the original entry at