Skip to main content

Dev Log: July 2026: AE CoCast - Apex Engine - Apex HEL

| Updates

AE CoCast + Apex Engine + Apex HEL — Development Log: July 2026

2024 01 01 DevLog intro 01July marked a significant transition for AE CoCast as work pulled forward from the Apex Engine collaboration roadmap continued developing into a more complete standalone product. With the underlying transport architecture stabilized and the core multi-presenter model established, development shifted increasingly toward practical workflows, application sharing, interface behavior, and preparation for broader testing.

At the same time, Apex Engine platform development continued across account, authentication, launcher, rendering, and infrastructure systems, while Apex HEL work progressed around the services and access structure needed to bring HeroEngine forward within the larger Apex ecosystem.

This log covers development activity through July 31, 2026.

 

AE CoCast Alpha

July focused on moving CoCast beyond proving that simultaneous sharing could work and toward making that experience practical for everyday use.

The core concept remains unchanged: multiple participants can broadcast at the same time without requiring presenter handoffs, while viewers retain access to the broadcasts they need.

Multi-Presenter Sharing

  • Continued refinement of simultaneous desktop and application sharing
  • Expanded testing of multiple active broadcasts within the same session
  • Improved handling of participants starting and stopping broadcasts independently
  • Continued work on persistent broadcast visibility without interrupting other presenters
  • Refined per-user sharing behavior as multiple sources are active within a session
  • Continued testing around switching between desktop and application-level broadcasts

Rather than treating each new share as a replacement for the previous presenter, CoCast maintains each active broadcast independently. This remains one of the central differences between CoCast and traditional one-presenter-at-a-time screen sharing.

 

Application Sharing and Privacy

Application-level sharing received additional attention during July.

One of the design goals has been to make application selection predictable while reducing the chance of accidentally exposing content that was not intended for a session.

Development and testing during this period included:

  • Continued refinement of application-level capture
  • Excluding minimized applications from selectable sharing sources
  • Testing application closure while a share is active
  • Improving cleanup behavior when the underlying shared application is no longer available
  • Continued work around switching, stopping, and restarting application broadcasts
  • Refining the distinction between a participant's own active broadcasts and those being viewed from others

These behaviors may appear small individually, but they become important quickly when several participants are sharing at the same time.

 

Client Interface and Session Experience

As the underlying sharing systems matured, more development time shifted toward the way participants interact with active broadcasts.

Interface Refinements

  • Continued work on multi-panel display behavior
  • Improved handling of concurrent broadcast layouts
  • Refinement of focus and enlarged viewing modes
  • Continued work on participant and broadcast identification
  • Improved session entry and exit behavior
  • Additional cleanup around controls that appear only when relevant to the current participant
  • Continued testing of how the interface responds as broadcasts appear, disappear, or change during an active session

The objective is to keep the interface usable even when several people are contributing simultaneously.

CoCast should not require participants to manage the technology constantly in order to collaborate.

 

Preparing for Broader Testing

July also moved CoCast closer to testing outside the immediate development environment.

That includes more than verifying that features work on a development system. The application needs to behave predictably across different hardware, display configurations, network environments, and user workflows.

Testing continued around:

  • Older and lower-specification systems
  • Different desktop resolutions and display configurations
  • Residential network conditions
  • Multi-user sessions with several concurrent broadcasts
  • Application and full-desktop sharing combinations
  • Extended session duration and reconnection behavior

The goal remains to identify practical problems early, particularly those that only appear once the application is used outside a controlled development environment.

 

CoCast and the Apex Engine Roadmap

CoCast continues to evolve as its own product, but its origins remain closely tied to Apex Engine.

Several collaboration capabilities being refined through CoCast were originally planned for later stages of Apex Engine development. Pulling selected portions of that work forward created an opportunity to test those ideas with a much narrower application and a much shorter feedback loop.

That provides useful engineering benefits for both products.

CoCast allows us to test:

  • Multi-user session behavior
  • Real-time collaboration patterns
  • Network and transport architecture
  • User interaction with concurrent live content
  • Account and session integration
  • Collaboration workflows outside the larger engine environment

Those lessons can then feed back into the broader Apex Engine platform as its own collaborative systems continue to mature.

 

Apex Engine Platform

Apex Engine development continued in parallel throughout July.

Account and Authentication Systems

Work continued on the shared account foundation supporting Apex Engine and related products.

  • Continued Account Management System development
  • Further refinement of user and team structures
  • Continued UAC integration work
  • Additional authentication and access-control development
  • Continued preparation for MFA
  • Ongoing separation of shared platform services from individual product-specific logic

This shared foundation is intended to support Apex Engine, Apex HEL, CoCast, and future services through a common account and entitlement system.

 

Launcher and Platform Tooling

Launcher and platform tooling also continued progressing through pre-alpha development.

Work included continued preparation for:

  • Product authentication
  • Installation and update workflows
  • Account-linked product access
  • Service communication
  • Future entitlement management
  • Common launcher support across multiple TGS Tech products

The launcher remains an important part of bringing the various parts of the Apex ecosystem together under a consistent user experience.

 

Rendering and Development Tools

Development also continued across several of Apex Engine's core tool and rendering systems.

  • Continued shader and rendering work
  • Ongoing Animation Editor testing and refinement
  • Continued backend and server integration
  • Additional work connecting development tools to the broader platform architecture
  • Continued preparation for the collaborative workflows planned for Apex Engine Lite and the larger Apex Engine platform

These systems remain on parallel development tracks, allowing progress in one area without requiring the entire platform to reach the same stage simultaneously.

 

Apex HEL and HeroEngine

Work around Apex HEL continued as we prepared the surrounding infrastructure needed to support HeroEngine within the modern Apex ecosystem.

HeroEngine itself is only one part of that effort. Bringing it forward also requires updated account, subscription, access, hosting, and deployment systems.

July work and planning continued around:

  • HeroEngine account integration
  • Subscription and entitlement structures
  • Hosted access and service architecture
  • Alignment with the shared Apex Engine account foundation
  • Future Apex HEL Pilot preparation
  • Connecting existing HeroEngine technology with newer Apex platform services

The objective remains to preserve access to a proven development environment while improving the infrastructure surrounding it.

 

One Foundation, Multiple Development Tracks

July continued to demonstrate the advantage of developing these products around shared infrastructure.

CoCast, Apex Engine, and Apex HEL are separate products with different immediate purposes, but they increasingly benefit from the same underlying work in areas such as authentication, accounts, cloud services, deployment, collaboration, networking, and user access.

That allows individual products to move forward when they are ready without duplicating the same foundational engineering repeatedly.

 

Looking Ahead Into August

August will place additional emphasis on real-world CoCast use and feedback as development moves beyond internal testing and into broader demonstrations and practical workflows.

Apex Engine development will continue across its established platform roadmap, while Apex HEL work advances around service preparation and future pilot access.

CoCast began as functionality pulled forward from the Apex Engine roadmap. By the end of July, it was increasingly proving that those collaboration concepts could stand on their own while also providing useful feedback for the larger platform they originated from.

Views: 23