Happy 2019!! First post of the year!! (I checked ;))
During the past month I’ve focused most of my efforts on the new renderer architecture, one of the major changes for Crimild 5. There are many, many things I already changed and a lot more that I want to change and upgrade in order to bring Crimild a little closer to most modern game engines.
At the core of the new rendering pipeline are both Render and Shader Graphs. Both of these tools were already introduced in latest Crimild versions, but as experimental features. It’s time to make them production-ready.
Without further ado, here’s what I’ve been doing so far:
New forward render pass
I’m writing the entire forward pipeline from scratch using shader graphs and fixing exiting errors in lighting calculations.
Cube and Environmental Mapping
I tried implementing cube mapping years ago, but it was too hard-coded into the engine for it to actually become something useful. Now, with a new Skybox node and cube textures support, working with environmental mapping has become straightforward:
Crimild shadow mapping support was bad. Really bad. But that is about to change.
I’m implementing a new shadow pass that creates a single shadow atlas supporting multiple casters with different types and resolutions. Only directional lights can cast shadows at the moment, but except more news in the coming weeks.
Last, but not least, Emscripten support has been greatly improved, with support for WebGL2.
I’m revisiting most of the demos to make them work on the browser.
That’s it for the moment.
2019 has definitely started in a high note for Crimild 🙂