Skip to content
Logo

Roadmap

The RedSpaceM SDK evolves alongside the platform's scripting host. The server core is closed source and ships separately; the milestones below are phrased from the public SDK's point of view.

The platform's arc, in one line:

transport → scripting host → voice → assets → gateway

M0 — Foundation ✅

  • Rust core foundation (config, protocol, resource packing, metrics, HTTP admin surface, database, CLI).
  • This SDK: @redspacem/server-types and @redspacem/rpc created and tested (16 tests), Bun workspace + Biome + CI wired up.

M1 — Transport

Real network layer on QUIC: handshake, ping/pong, connection scaffolding, metrics. From the SDK's perspective: nothing changes yet — resources continue to run against the typed mp.* contract.

M2 — Transport hardening

Fuller QUIC layer: auth flow, re-connect, backpressure.

M3 — World simulation

ECS world, spatial grid, Player/Vehicle sync (snapshot + delta), interest management. The mp.players / mp.vehicles surfaces in @redspacem/server-types start to map to live simulation data.

M4 — Scripting host ⭐

The core executes TypeScript resources (QuickJS-based). This is the point the SDK targets: gamemode logic moves to TypeScript-only, resources are packed into verified, signed bundles.

  • mp.* becomes real at runtime (today it's a typed contract + mocks).
  • @redspacem/rpc binds to the host's RPC channel.
  • The freeroam example becomes a runnable gamemode.

M5 — Persistence

Accounts/characters, save/load, presence. SDK-side: patterns and helpers for saving/loading player data.

M6 — Voice & Assets

Opus voice (jitter, mixing) and asset streaming (S3/MinIO) with a disk cache. SDK-side: typed bindings for voice channels and asset loading, plus browser-types surfaces for in-game UI that uses streamed assets.

M7 — Gateway & platform bus

Master server (server browser), Telegram login, launcher API, plus a NATS JetStream platform bus (heartbeats, global chat). SDK-side: typed clients for the gateway API.

M8 — Anti-cheat & scale

Full anti-cheat validation plus stress tests at 200→1000 players. SDK-side: hooks for reporting and handling anti-cheat events.

M9 — Full RP resource set

The platform ships a complete set of roleplay resources.

M10+ — Client & UI

RED4ext bridge (in-game client plugin), custom maps, CEF UI, platform hosting. @redspacem/client-types and @redspacem/browser-types become fully realized at this stage.


Nothing here is a promise or commitment — the core's schedule is managed inside the (closed) server project. The SDK stays contract-first: as the host's capabilities land, the SDK adds typed surface for them, always with mocks so gamemode developers can build and test ahead of the host.