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OpenGenesisLINK

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OpenGenesisLINKFeature matrix

Feature matrix

Public functional and maturity status of the OpenGenesisLINK server platform, clearly separating implemented, experimental, in-development and planned work.

Updated 2026-09-17
OpenGenesisLINK feature matrix

Project status at a glance

The feature matrix documents the published state of the OpenGenesisLINK server platform. It separates functionality into Implemented, Experimental, In development and Planned.

Server platform functional coverage: approximately 80%+ in active development.
This value describes implemented server subsystems and explicitly does not describe production readiness.
Publication rule: The wiki must never show a higher version or functional state than the published and verified repository. The currently publicly verified server state is 2.0.0-dev.

Status model

  • โœ… Implemented โ€“ code exists and is covered by unit, runtime or integration tests.
  • ๐Ÿงช Experimental โ€“ works in controlled tests; behavior or protocol may still change.
  • ๐Ÿšง In development โ€“ subsystem is actively being expanded or hardened.
  • ๐Ÿ“‹ Planned โ€“ architecture target exists, but no published robust implementation yet.

Percentage bars in the table are intentionally only maturity indicators, not code-coverage measurements. The global value is not calculated automatically from them.

Update rule

After every stable development milestone, VERSION, changelog, feature matrix, roadmap and real interoperability test results are reviewed together. Experimental features are not promoted to stable prematurely.

80%+functional coverage
102 areas tracked
Published repository state: 2.0.0-dev ยท Wiki state 17 Sep 2026
โœ… Implemented ๐Ÿงช Experimental ๐Ÿšง In development ๐Ÿ“‹ Planned
AreaFeatureStatusMaturity
Foundation C++23 server coreModern native server core in C++23. โœ… Implemented
100%
Foundation Linux x86_64Build and CI for Linux x86_64. โœ… Implemented
100%
Foundation Linux ARM64 / aarch64Build and CI for ARM64/aarch64. โœ… Implemented
100%
Foundation Core / World separationSeparated Core and World Node processes. โœ… Implemented
100%
Foundation CMake buildCMake/Ninja based build. โœ… Implemented
100%
Foundation CIAutomated x86_64 and ARM64 builds. โœ… Implemented
100%
Foundation Region runtimeDedicated Region Runtime tick loops. โœ… Implemented
100%
Foundation Runtime recoveryReconnect sessions, leases and restart recovery. โœ… Implemented
100%
Identity & Security AccountsPersistent user identities. โœ… Implemented
100%
Identity & Security Password hashingPBKDF2-HMAC-SHA256 with random salts. โœ… Implemented
100%
Identity & Security Persistent sessionsPersistent hashed bearer sessions. โœ… Implemented
100%
Identity & Security Scene ticketsShort-lived signed Scene Tickets. โœ… Implemented
100%
Identity & Security Ticket replay protectionOne-time nonces and runtime replay protection. โœ… Implemented
100%
Identity & Security CapabilitiesExplicit capability claims with server-side enforcement. โœ… Implemented
100%
Identity & Security Rate limitingProduction-grade rate limiting is not published yet. ๐Ÿ“‹ Planned
0%
Identity & Security TLS / mTLSTransport hardening and mTLS for production deployments. ๐Ÿšง In development
40%
Identity & Security RBACMature administrative roles and permissions. ๐Ÿšง In development
40%
Identity & Security Key rotationRotation of production keys and secrets. ๐Ÿšง In development
40%
Scene & World Scene entitiesPersistent scene entities. โœ… Implemented
100%
Scene & World ObjectsCreate, update, delete and persist objects. โœ… Implemented
100%
Scene & World Avatar presenceAuthenticated avatar presence in regions. โœ… Implemented
100%
Scene & World Terrain256ร—256 heightfield terrain. โœ… Implemented
100%
Scene & World Terrain persistenceTerrain persists across restarts. โœ… Implemented
100%
Scene & World Object persistencePer-region object persistence. โœ… Implemented
100%
Scene & World MovementAuthenticated avatar movement and transform updates. โœ… Implemented
100%
Scene & World Region neighbor detectionNeighbors are resolved from grid coordinates. โœ… Implemented
100%
Scene & World Region handoffWorks, but is currently still client-driven. ๐Ÿงช Experimental
70%
Scene & World Transactional crossingTransactional state transfer is being developed further. ๐Ÿšง In development
40%
Scene & World Fully seamless crossingVelocity, attachments and complete state are not seamless yet. ๐Ÿšง In development
40%
Assets & Inventory Asset storePersistent asset metadata and blob storage. โœ… Implemented
100%
Assets & Inventory Content addressingContent-addressed asset blob storage. โœ… Implemented
100%
Assets & Inventory InventoryPersistent inventory with root structures. โœ… Implemented
100%
Assets & Inventory FoldersPersistent inventory folders. โœ… Implemented
100%
Assets & Inventory ItemsAsset-backed inventory items. โœ… Implemented
100%
Assets & Inventory Object ownershipObject ownership is persisted server-side. โœ… Implemented
100%
Assets & Inventory Copy / Modify / TransferAsset permission masks are implemented. โœ… Implemented
100%
Assets & Inventory Next owner permissionsNext-owner permission reduction. โœ… Implemented
100%
Assets & Inventory Production-scale backendScalable production storage is still in development. ๐Ÿšง In development
40%
Social PresenceLive World-to-Core presence snapshots. โœ… Implemented
100%
Social FriendsPersistent friendships. โœ… Implemented
100%
Social Friend requestsRequest, accept and remove flows. โœ… Implemented
100%
Social Direct messagesPersistent direct messages. โœ… Implemented
100%
Social Group channelsPersistent group channels. โœ… Implemented
100%
Social Group noticesGroup notices with power checks. โœ… Implemented
100%
Social NotificationsPersistent notifications with read state. โœ… Implemented
100%
Social Federation social syncRemote social is part of a later federation milestone. ๐Ÿ“‹ Planned
0%
Groups & Land GroupsPersistent groups. โœ… Implemented
100%
Groups & Land RolesOwner/officer/member roles. โœ… Implemented
100%
Groups & Land Group powersServer-side power masks. โœ… Implemented
100%
Groups & Land ParcelsPersistent rectangular parcels. โœ… Implemented
100%
Groups & Land Entry policiesOwner/group/public entry rules. โœ… Implemented
100%
Groups & Land Build policiesBuild rules are enforced server-side. โœ… Implemented
100%
Groups & Land Terraform policiesTerraform rules are enforced server-side. โœ… Implemented
100%
Groups & Land EstatesPersistent estates. โœ… Implemented
100%
Groups & Land Estate managersOwner/manager authorization. โœ… Implemented
100%
Groups & Land Region policiesAccess, capacity, maturity and landing points. โœ… Implemented
100%
Moderation BansRegion and global bans. โœ… Implemented
100%
Moderation MutesMute system is not documented as complete in published 2.0.0-dev. ๐Ÿ“‹ Planned
0%
Moderation Audit logAppend-only audit events for sensitive operations. โœ… Implemented
100%
Moderation Abuse workflowProduction abuse controls are being developed further. ๐Ÿšง In development
40%
Teleport & Federation Local teleportAuthenticated teleport tickets with policy checks. โœ… Implemented
100%
Teleport & Federation LandmarksPersistent user landmarks with teleport integration. โœ… Implemented
100%
Teleport & Federation Region handoffAdjacent-region handoff is functional but experimental. ๐Ÿงช Experimental
70%
Teleport & Federation OGL-FED keysPlanned native federation milestone; not yet in published 2.0.0-dev. ๐Ÿ“‹ Planned
0%
Teleport & Federation Federation peersPlanned for OGL-FED. ๐Ÿ“‹ Planned
0%
Teleport & Federation Travel tokensPlanned with signed travel tokens and audience binding. ๐Ÿ“‹ Planned
0%
Teleport & Federation Foreign OGL-FED guest sessionPlanned federation guest flow. ๐Ÿ“‹ Planned
0%
Teleport & Federation Federation discoveryPlanned discovery between independent grids. ๐Ÿ“‹ Planned
0%
Teleport & Federation Federation trust policiesPlanned public-key trust model. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid link_regionCompatibility adapter is a roadmap target; not published as a 2.0.0-dev feature yet. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid get_regionHypergrid bridge roadmap target. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid verify_agentHypergrid bridge roadmap target. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid verify_clientHypergrid bridge roadmap target. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid get_home_regionHypergrid bridge roadmap target. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid /foreignagentHypergrid bridge roadmap target. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid Bidirectional HG control flowPlanned for a later deep Hypergrid interop milestone. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid HG instant messagingPlanned for a later interop milestone. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid HG asset exportPlanned for a later interop milestone. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid HG friendsRoadmap target. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid Appearance bridgeRoadmap target. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid CAPS compatibilityRoadmap target. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid LLUDP legacy compatibilityLater legacy compatibility target. ๐Ÿ“‹ Planned
0%
OpenSimulator Hypergrid Real grid certificationOnly mark compatible after real OpenSimulator interoperability tests. ๐Ÿ“‹ Planned
0%
Scripting Persistent script recordsNot documented as a server feature in published 2.0.0-dev yet. ๐Ÿ“‹ Planned
0%
Scripting Timer rulesPlanned script runtime behavior. ๐Ÿ“‹ Planned
0%
Scripting Chat-triggered eventsPlanned script runtime behavior. ๐Ÿ“‹ Planned
0%
Scripting Full event runtimeRoadmap target for Avatar & Script Runtime. ๐Ÿ“‹ Planned
0%
Scripting Script sandboxRoadmap target for safe script execution. ๐Ÿ“‹ Planned
0%
Scripting Resource limitsRoadmap target for budgets and limits. ๐Ÿ“‹ Planned
0%
Scripting HTTP APIsPlanned scripting API. ๐Ÿ“‹ Planned
0%
Scripting Full world scripting APIPlanned native world scripting API. ๐Ÿ“‹ Planned
0%
Physics Native physics foundationOwn native C++ physics kernel. โœ… Implemented
100%
Physics GravityGravity is present in the current physics kernel. โœ… Implemented
100%
Physics Terrain ground contactTerrain-aware ground contact through height sampling. โœ… Implemented
100%
Physics Body integrationSemi-implicit velocity/position integration. โœ… Implemented
100%
Physics Body-body collisionBroadphase/narrowphase and body-body collisions are not published yet. ๐Ÿšง In development
40%
Physics Character controllerPart of a later physics milestone. ๐Ÿšง In development
40%
Physics ConstraintsPart of a later physics milestone. ๐Ÿšง In development
40%
Physics VehiclesPlanned. ๐Ÿ“‹ Planned
0%
Physics ShipsPlanned. ๐Ÿ“‹ Planned
0%
Physics Water physicsPlanned. ๐Ÿ“‹ Planned
0%
Physics BuoyancyPlanned. ๐Ÿ“‹ Planned
0%

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