Features

A list of features that are either planned or implemented.

Features which are considered but may not yet be implemented. Not all of these will certainly make it into Cinebara, but it should provide as a nice place to browse for what Cinebara will be able to do.

Icon Status Description
Under Discussion The idea for the feature is known and may be implemented after discussion.
In Development The feature is being actively worked on but is not yet ready for use.
In Testing The feature is available in engine but potentially unstable.
Implemented The feature has been proven stable and is ready and available for regular use.

Text rendering

Arbitrary font rendering shaped with HarfBuzz and positioned in 3D or 2D.

UI

A fully language agnostic UI layout system that supports 3D offsets, flex, grids, stretching, scroll views, and more.

Read more on the UI page.

In-world editing

Build Stages completely within Cinebara either in a Desktop or VR interface.

Collaborative editing

Connect to other Users and work on one Stage at the same time.

Physics simulation

Mesh skinning

Deforming an otherwise static mesh with an armature which allows for more complex characters with squishy limbs.

Importing characters

Bringing a "character" in from a format like fbx, gltf, or whatever we can find a library for. This process involves reading a mesh and skinning it with a provided armature, applying some procedural animation (like IK) to it, and providing the ability to "take control" of it.

Secondary motion

Ragdolls

Squishy surfaces

Particles

Realtime GI

Dolly / racks

Animations

Timelines

Timeline modifiers

Procedural effects on pre-recorded performances, such as smoothing out jitter, retiming an action, lowering the framerate, or simulating momentum on movements.

Snapshots

Scripting

Custom Shaders

Raytracing

Asset streaming

World Streaming

Entities

Decals

Post Processing

Procedural textures

Performing in alternative time scales

OSC

Finger wrapping

Lightmaps

Convex decomposition

Video export

Spout Stream

File Linking

Link a file from the engine to one on the disc for realtime feedback of your changes in an external editor.

Full body estimation

Limb simulation decoupling

Limbs could be simulated separately from the IK driven body to allow for more autonomous performances. Legs in 0G, a tail twitching or reacting to touch.