Nova in active development
As of 8 October 2026

Where Nova is going

Every stage has a goal and a result you can check. Finished stages show what was measured; open ones say what "done" will mean. There are no dates on purpose.

01

Running now

Stage 8 of 8: architecture, scaffolding and performance.

The closing stage tidies the data and shader foundations, rebuilds reflections and sky light, splits transparency and the camera effect chain, and measures performance before chasing it. Every change to the picture goes through a switch and a side-by-side check.

Current priority: finish the render pipeline and the interface. No release date is planned yet.

Stage 8 progress8 Oct 2026
64steps done
3running
26queued
DoneRunningQueued

10 fixes already switched on after visual checks (3 to 6 October), each with an off switch that restores the old picture exactly.

02

Every stage so far

From the first native editor to the stage running now. The full dated log is in the devlog.

  1. GroundworkDone, 2 to 19 Jul 2026

    A native editor from zero

    Goal
    Rebuild the core editor natively, with no dependency on the original engine.
    Result
    Viewport, timeline and keyframes, particles, world import, skyboxes and full undo, all native and opening .miproject files. Dev builds 0.1 and 0.2.
  2. LightDone, 19 Jul to 8 Aug 2026

    Light arrives

    Goal
    Add shadows, ambient occlusion, bounced light and reflections, and bring the preview in line with the export.
    Result
    The viewport's Render mode brought in line with the exported image on the test scenes (19 Jul). Planar mirrors on by default (1 Aug). The preview window's Render mode brought in line with the export on the test scenes (7 Aug). The main viewport stopped waiting for the preview window (8 Aug).
  3. Double-checkDone, 25 Jul to 26 Aug 2026

    Root causes, not patches

    Goal
    Find the root cause of every visible problem and measure every claim.
    Result
    183 open items gathered into one plan. Flicker traced to camera motion. A per-pixel memory for light. Nine render-pipeline fixes in one day (21 Aug) and transparent textures fixed at the root (23 Aug).
  4. Stage 1Done, 27 Aug 2026

    Instruments first

    Goal
    Prove the measuring gates are honest before any pixel may change.
    Result
    Sixteen instruments installed in one day, with zero change to the picture.
  5. Stage 2Done, 28 Aug 2026

    Cheap fixes first

    Goal
    Fix the cheap bugs without changing how existing projects look.
    Result
    Ten fixes landed, all with the picture unchanged.
  6. Stage 3Done, 28 to 29 Aug 2026

    Cures for visible symptoms

    Goal
    Aim fixes at the symptoms animators actually see.
    Result
    Nine fixes for noise during playback, shadow seams, reflection edges and semi-transparent PNGs. The shadow seam between cascades dropped 9.4 times.
  7. Stage 4Done, 29 Aug 2026

    One door for colour

    Goal
    Send all colour maths through one path, shared by the preview and the export.
    Result
    Thirteen steps landed, and things behind glass stopped disappearing.
  8. Stage 5Done, 30 Aug 2026

    Judged by eye

    Goal
    Switch on only the changes that pass a side-by-side visual check.
    Result
    Five themed sessions switched on 15 improvements, from sky lighting to glass.
  9. Stage 6Done, 19 Sep 2026

    Better, not just the same

    Goal
    Upgrade sky, shadows, AO and GI, reflections, tonemapping, transparency and frame-to-frame stability.
    Result
    43 features on by default by 5 Sep. Eleven reflection improvements switched on together (14 to 16 Sep). A playback bug found in a hands-on test with real animation work, fixed (19 Sep).
  10. Stage 7Done, 28 Sep 2026

    Code audit: the house from inside

    Goal
    Read and tidy the whole engine before the picture changes again.
    Result
    Seventeen chapters audited. The main source file was split into modules, from 77,072 lines to about 10,700. GPU debug-layer errors on the test scenes went from 3,885 to 0. 84 of 84 product tests pass.
  11. Stage 8Running since 28 Sep 2026

    Architecture, scaffolding and performance

    Goal
    Tidy the data and shader foundations, rebuild reflections and sky light, split transparency and the camera effect chain, then measure performance before chasing it.
    So far
    64 of 93 planned steps done, 3 running, 26 queued. Ten fixes switched on after visual checks, each with an off switch.
    Done when
    The remaining steps have landed, every new look has passed its side-by-side check, and the frame-rate cost of the quality work has been measured and won back where possible.
  12. After the ladderPlanned, not scheduled

    A format of its own, then release

    Goal
    A project format of Nova's own (.novaproject, a superset of .miproject), then a public release.
    Done when
    The render pipeline and the interface are finished; the release decision is made only then.
03

Parallel tracks

Work that moves next to the render stages.

InterfaceExperimental

The new interface

Since 29 Sep 2026, paused 1 to 6 Oct

Theme, row density, panel cards and value controls are redesigned behind a switch that stays off until the look is approved by eye. Seven integration packages landed on 7 and 8 October; the eighth is being integrated.

AnimationExperimental

AI animation assistant (MCP)

Opened 8 Oct 2026

A file-based server with 18 tools to read and edit a project's animation, a separate tool for now. Planned: a live bridge into a running Nova, a motion template library and rig profiles, then an end-to-end test.

ImportExperimental

3D model import

Paused since 1 Oct 2026

GLB, glTF and OBJ import with rigs and animation is in the codebase behind a switch; imported characters move part by part for now. It is paused so effort can go to the animation assistant, and reopens on a later decision.

04

Coming next

Built and merged, but switched off by default until they pass their checks. Five are approved for a batch switch-on; none of them is active yet.

RenderExperimental

One full-quality render path

Every project uses the same full-quality path, whatever its older engine setting. Approved.

RenderExperimental

Solid characters behind cut-out planes

Characters no longer show through cut-out overlay planes. Approved.

AnimationExperimental

Skin details follow skin swaps

Extruded skin details follow animated skin swaps. Approved.

RenderExperimental

Seamless HD texture packs

HD texture packs without seams between atlas tiles. Approved.

AnimationExperimental

Face-rig eyes everywhere

Face-rig eyes stay visible in every render path. Approved.

RenderExperimental

Small camera-effect fixes

Finer handling of lens distortion edges, chromatic aberration and the depth-of-field ratio.

RenderExperimental

Classic texture filtering

Texture filtering in the style of the classic editor. It needs one more step before it can be judged.

RenderExperimental

Dome probe bounced light

Bounced light captured from the surrounding scene. It waits to be switched on with the next bounced-light package.

05

Goals ahead

What comes next, and what "done" means for each. No dates.

Next public milestone: a test build for community testers. No date yet.

01In progress

Finish the render pipeline

The large reflection package, shared temporal code, transparent draws and their shadows, the camera effect chain, sky and glass, then performance.

02In progress

The new interface replaces the old

Done when every everyday animation task from the old interface can be done in the new one.

03In progress

Animate with AI

Done when an assistant such as Claude can make keyframe edits in the running app, and every edit can be undone like a hand-made one.

04Planned

Model import returns

Done when imported characters bend smoothly at the joints and import leaves the experimental switch.

05Planned

Public release

A version anyone can download. No date until the render pipeline and the interface are finished.

Ideas, not promises

Listed for transparency only; none of these is scheduled. Hardware ray tracing and AI upscaling are long-term ideas with no work started. Softer subsurface scattering for skin and thin materials is being researched, nothing more.

One rule across every stage: where Nova's maths is correct and an older result is not, Nova follows the correct maths, and says so.