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

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.
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
- โ Implemented โ code exists and is covered by unit, runtime or integration tests.
- ๐งช Experimental โ works in controlled tests; behavior or protocol may still change.
- ๐ง In development โ subsystem is actively being expanded or hardened.
- ๐ 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
โ
Implemented
๐งช Experimental
๐ง In development
๐ Planned
| Area | Feature | Status | Maturity |
|---|---|---|---|
| Foundation | C++23 server coreModern native server core in C++23. | โ Implemented | 100% |
| Foundation | Linux x86_64Build and CI for Linux x86_64. | โ Implemented | 100% |
| Foundation | Linux ARM64 / aarch64Build and CI for ARM64/aarch64. | โ Implemented | 100% |
| Foundation | Core / World separationSeparated Core and World Node processes. | โ Implemented | 100% |
| Foundation | CMake buildCMake/Ninja based build. | โ Implemented | 100% |
| Foundation | CIAutomated x86_64 and ARM64 builds. | โ Implemented | 100% |
| Foundation | Region runtimeDedicated Region Runtime tick loops. | โ Implemented | 100% |
| Foundation | Runtime recoveryReconnect sessions, leases and restart recovery. | โ Implemented | 100% |
| Identity & Security | AccountsPersistent user identities. | โ Implemented | 100% |
| Identity & Security | Password hashingPBKDF2-HMAC-SHA256 with random salts. | โ Implemented | 100% |
| Identity & Security | Persistent sessionsPersistent hashed bearer sessions. | โ Implemented | 100% |
| Identity & Security | Scene ticketsShort-lived signed Scene Tickets. | โ Implemented | 100% |
| Identity & Security | Ticket replay protectionOne-time nonces and runtime replay protection. | โ Implemented | 100% |
| Identity & Security | CapabilitiesExplicit capability claims with server-side enforcement. | โ Implemented | 100% |
| Identity & Security | Rate limitingProduction-grade rate limiting is not published yet. | ๐ Planned | 0% |
| Identity & Security | TLS / mTLSTransport hardening and mTLS for production deployments. | ๐ง In development | 40% |
| Identity & Security | RBACMature administrative roles and permissions. | ๐ง In development | 40% |
| Identity & Security | Key rotationRotation of production keys and secrets. | ๐ง In development | 40% |
| Scene & World | Scene entitiesPersistent scene entities. | โ Implemented | 100% |
| Scene & World | ObjectsCreate, update, delete and persist objects. | โ Implemented | 100% |
| Scene & World | Avatar presenceAuthenticated avatar presence in regions. | โ Implemented | 100% |
| Scene & World | Terrain256ร256 heightfield terrain. | โ Implemented | 100% |
| Scene & World | Terrain persistenceTerrain persists across restarts. | โ Implemented | 100% |
| Scene & World | Object persistencePer-region object persistence. | โ Implemented | 100% |
| Scene & World | MovementAuthenticated avatar movement and transform updates. | โ Implemented | 100% |
| Scene & World | Region neighbor detectionNeighbors are resolved from grid coordinates. | โ Implemented | 100% |
| Scene & World | Region handoffWorks, but is currently still client-driven. | ๐งช Experimental | 70% |
| Scene & World | Transactional crossingTransactional state transfer is being developed further. | ๐ง In development | 40% |
| Scene & World | Fully seamless crossingVelocity, attachments and complete state are not seamless yet. | ๐ง In development | 40% |
| Assets & Inventory | Asset storePersistent asset metadata and blob storage. | โ Implemented | 100% |
| Assets & Inventory | Content addressingContent-addressed asset blob storage. | โ Implemented | 100% |
| Assets & Inventory | InventoryPersistent inventory with root structures. | โ Implemented | 100% |
| Assets & Inventory | FoldersPersistent inventory folders. | โ Implemented | 100% |
| Assets & Inventory | ItemsAsset-backed inventory items. | โ Implemented | 100% |
| Assets & Inventory | Object ownershipObject ownership is persisted server-side. | โ Implemented | 100% |
| Assets & Inventory | Copy / Modify / TransferAsset permission masks are implemented. | โ Implemented | 100% |
| Assets & Inventory | Next owner permissionsNext-owner permission reduction. | โ Implemented | 100% |
| Assets & Inventory | Production-scale backendScalable production storage is still in development. | ๐ง In development | 40% |
| Social | PresenceLive World-to-Core presence snapshots. | โ Implemented | 100% |
| Social | FriendsPersistent friendships. | โ Implemented | 100% |
| Social | Friend requestsRequest, accept and remove flows. | โ Implemented | 100% |
| Social | Direct messagesPersistent direct messages. | โ Implemented | 100% |
| Social | Group channelsPersistent group channels. | โ Implemented | 100% |
| Social | Group noticesGroup notices with power checks. | โ Implemented | 100% |
| Social | NotificationsPersistent notifications with read state. | โ Implemented | 100% |
| Social | Federation social syncRemote social is part of a later federation milestone. | ๐ Planned | 0% |
| Groups & Land | GroupsPersistent groups. | โ Implemented | 100% |
| Groups & Land | RolesOwner/officer/member roles. | โ Implemented | 100% |
| Groups & Land | Group powersServer-side power masks. | โ Implemented | 100% |
| Groups & Land | ParcelsPersistent rectangular parcels. | โ Implemented | 100% |
| Groups & Land | Entry policiesOwner/group/public entry rules. | โ Implemented | 100% |
| Groups & Land | Build policiesBuild rules are enforced server-side. | โ Implemented | 100% |
| Groups & Land | Terraform policiesTerraform rules are enforced server-side. | โ Implemented | 100% |
| Groups & Land | EstatesPersistent estates. | โ Implemented | 100% |
| Groups & Land | Estate managersOwner/manager authorization. | โ Implemented | 100% |
| Groups & Land | Region policiesAccess, capacity, maturity and landing points. | โ Implemented | 100% |
| Moderation | BansRegion and global bans. | โ Implemented | 100% |
| Moderation | MutesMute system is not documented as complete in published 2.0.0-dev. | ๐ Planned | 0% |
| Moderation | Audit logAppend-only audit events for sensitive operations. | โ Implemented | 100% |
| Moderation | Abuse workflowProduction abuse controls are being developed further. | ๐ง In development | 40% |
| Teleport & Federation | Local teleportAuthenticated teleport tickets with policy checks. | โ Implemented | 100% |
| Teleport & Federation | LandmarksPersistent user landmarks with teleport integration. | โ Implemented | 100% |
| Teleport & Federation | Region handoffAdjacent-region handoff is functional but experimental. | ๐งช Experimental | 70% |
| Teleport & Federation | OGL-FED keysPlanned native federation milestone; not yet in published 2.0.0-dev. | ๐ Planned | 0% |
| Teleport & Federation | Federation peersPlanned for OGL-FED. | ๐ Planned | 0% |
| Teleport & Federation | Travel tokensPlanned with signed travel tokens and audience binding. | ๐ Planned | 0% |
| Teleport & Federation | Foreign OGL-FED guest sessionPlanned federation guest flow. | ๐ Planned | 0% |
| Teleport & Federation | Federation discoveryPlanned discovery between independent grids. | ๐ Planned | 0% |
| Teleport & Federation | Federation trust policiesPlanned public-key trust model. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | link_regionCompatibility adapter is a roadmap target; not published as a 2.0.0-dev feature yet. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | get_regionHypergrid bridge roadmap target. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | verify_agentHypergrid bridge roadmap target. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | verify_clientHypergrid bridge roadmap target. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | get_home_regionHypergrid bridge roadmap target. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | /foreignagentHypergrid bridge roadmap target. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | Bidirectional HG control flowPlanned for a later deep Hypergrid interop milestone. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | HG instant messagingPlanned for a later interop milestone. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | HG asset exportPlanned for a later interop milestone. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | HG friendsRoadmap target. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | Appearance bridgeRoadmap target. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | CAPS compatibilityRoadmap target. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | LLUDP legacy compatibilityLater legacy compatibility target. | ๐ Planned | 0% |
| OpenSimulator Hypergrid | Real grid certificationOnly mark compatible after real OpenSimulator interoperability tests. | ๐ Planned | 0% |
| Scripting | Persistent script recordsNot documented as a server feature in published 2.0.0-dev yet. | ๐ Planned | 0% |
| Scripting | Timer rulesPlanned script runtime behavior. | ๐ Planned | 0% |
| Scripting | Chat-triggered eventsPlanned script runtime behavior. | ๐ Planned | 0% |
| Scripting | Full event runtimeRoadmap target for Avatar & Script Runtime. | ๐ Planned | 0% |
| Scripting | Script sandboxRoadmap target for safe script execution. | ๐ Planned | 0% |
| Scripting | Resource limitsRoadmap target for budgets and limits. | ๐ Planned | 0% |
| Scripting | HTTP APIsPlanned scripting API. | ๐ Planned | 0% |
| Scripting | Full world scripting APIPlanned native world scripting API. | ๐ Planned | 0% |
| Physics | Native physics foundationOwn native C++ physics kernel. | โ Implemented | 100% |
| Physics | GravityGravity is present in the current physics kernel. | โ Implemented | 100% |
| Physics | Terrain ground contactTerrain-aware ground contact through height sampling. | โ Implemented | 100% |
| Physics | Body integrationSemi-implicit velocity/position integration. | โ Implemented | 100% |
| Physics | Body-body collisionBroadphase/narrowphase and body-body collisions are not published yet. | ๐ง In development | 40% |
| Physics | Character controllerPart of a later physics milestone. | ๐ง In development | 40% |
| Physics | ConstraintsPart of a later physics milestone. | ๐ง In development | 40% |
| Physics | VehiclesPlanned. | ๐ Planned | 0% |
| Physics | ShipsPlanned. | ๐ Planned | 0% |
| Physics | Water physicsPlanned. | ๐ Planned | 0% |
| Physics | BuoyancyPlanned. | ๐ Planned | 0% |