Happy New Y…. ok, ok. Moving on.
Remember when I said I wanted to make “smaller releases more often“. Well, here’s the second one in 2017: v4.4.1
Before you ask, yes, there was a v4.4.0 that was released yesterday, but the newest one contains some last minute fixes and I thought it was appropriated to make a minor release just to include them.
Anyway, the major features available in this release are the improvements for offline rendering and multi-camera setup that I described in the previous post.
Also related to rendering, the Depth of Field effect has been improved to… well, to work correctly this time, using actual photography parameters. Check this out:
On the other hand, nodes in a scene are now updated in parallel thanks to the concurrency tools available since v4.3.
As usual, expect some other minor fixes and improvements as well. Check the full release notes for the newest version here.
Oh, and this time I did remember to update the demo projects in order to handle the latest changes, too.
New year, new release!
You might have noticed that the new version contains less
refactors features than previous ones, but the idea is to keep new versions as small as possible from now on. That means there should be new releases more often (did I just have a deja-vu?)
Anyway, version 4.3 contains two big new features:
The new Job System has been fully integrated with the Simulation framework to provide task concurrency wherever we might need it. As I’ve mentioned before, we can now schedule jobs and wait for them (and their children, if any) to complete before moving on. This will be particularly useful when implementing the parallel renderer in Vulkan sometime this century.
Also in this episode, Render Queues have been changed to sort objects based on their type. Translucent objects are now being sorted in a back-to-front fashion automatically. That’s right, I changed my mind again.
Additionally, I made the Ray Tracer part of the Core library too and it’s taking full advantage of the new concurrency tools. It still lacks a lot of features, true, but I’ll definitely be doing some improvements during the year (provided my Project Manager allows me some free time from the other stuff).
That’s it. Check out the new version in Github where you’ll see the whole list of changes and have a great year!
A new year. A new version.
In the past few months I’ve been working hard on a small iOS game called “Le Voyage”. If you haven’t heard about it, you can check it out on its official website and download it for free. No ads guarantee.
“Le Voyage” has been a great opportunity to improve Crimild’s iOS support, particularly regarding rendering and simulation. Enhanced image effects, performance tweaks, a more robust scene builder, more tools for debugging and handling platform specifics, and a lot of bug fixing. Go to GitHub to get the full release notes.
Here’s the trailer for “Le Voyage”, where you can see the latest version in action. Enjoy!