Crimild v4.5 is already available in Github!
The most important feature included in this new version is a modular Particle System. The idea behind this new design is that each part of the system is setup using one or more modules, each describing behaviors for particle generation, update and rendering. Modules handle specific properties (like position, velocity or color) and there are many options already available. I suggest you take a look at the Particle Showcase demo to have a glimpse at the new Particle System in action.
This version also features a working interactive console for simulations. Such tool is extremely useful to change simulation parameters at run-time.
Of course, it is possible to extend the default functionality by implementing custom commands for your own simulations too!
The Profiler has received a huge improvement too! It now displays additional run-time information and a real-time frame-rate histogram:
Other improvements and changes can be seen in the Release Notes for version 4.5
Go to Crimild’s Github page to get your hands on the new version. All of the example projects have been updated as well to include all of the newest features and improvements.
Feel free to contact me if you have any questions or comments.
See you around!
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!