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Table of Contents
Chevron DownAPI Reference


We are trying to make the roadmap as public as possible. We share information about the direction of the framework in the following ways:

  • RFCs - RFCs are technical writeups that describe proposed features in upcoming releases.
  • Roadmap Document - (this document) A high-level summary of our current direction for future releases.
  • Blog - We use the blog to share information about what we are doing.
  • Github Issues - The traditional way to start or join a discussion.

Feature Roadmap

Many ideas are in tracker tasks in github, but here are some ideas:

Worker Thread Pool Priming - Worker Pools should have an option to pre-load workers so that loader thread pool is primed and ready to start off-thread parsing as soon as data arrives on the wire. This can avoid 1-2 second lag when loading starts.

Progress Tracking - loaders can provide progress callbacks and a ProgressTracker class to track the progress of a set of parallel loads.

Automatic Timing - objects returned from loaders could contain a stats object with timing stats.

Stats and Default Settings - Set setDefaultOptions({stats: true}) to enable stats collection, etc.

MIME types - Allow MIME types (e.g. from response headers) to be provided to assist in loader auto-selection. Enable Writers to return recommended MIMEtypes.

Loader Roadmap

Data loaders

Streaming tabular loaders

  • Streaming JSON loader

Geospatial loaders

Focus on loading of complex geospatial data.

Focus on loading of large, complex geospatial data.

  • KML
  • Shapefile

    Add tests

  • Streaming GeoJSON loader


  • Basis image decoder
  • Better image loaders


  • MTL - we should have full OBJ/MTL support.
  • Given industry convergence on glTF, we do not envision supporting any otherr mesh formats beyond OBJ/MTL.

Point Clouds

Focus on loading formats for large point clouds.

Massive Point Clouds/Data Sets

Complement 3D Tiles with:

  • potree
  • i3s

Scenegraph Formats

  • Focus on glTF/GLB - should to have a very solid implementation.
  • The glTF loaders should handle (e.g. preprocess) any glTF extensions that can be handled during the load phase (such as Draco, Basis - but many can only be handled during rendering).
  • Limited alternatives: Given the emergence of glTF as a major Khronos standard, and availability of good glTF conversion tools and exporters, loaders will most likely not implement any other scene/mesh description formats such as COLLADA.

Other loaders

Finally, some "unusual" loaders may be included just for fun, e.g. SVG tesselation.