Blueshift Engine v0.7.0 Released

https://github.com/PolygonTek/BlueshiftEngine

  • Added support for 2D mode for editing GUI
  • Added support for rect tool gizmo
  • Added support for GUI components
  • Added support for drawing 9-sliced image rendering for GUI
  • Added support for text rendering with shadows/outlines
  • Added support for profiler
  • Added support for debug GUI rendering thanks to ImGui
  • SIMD (SSE/AVX/NEON) optimization
  • Updated Bullet physics library to 2.89
  • Fixed an issue where editing euler angles rotation in editor
  • Additional bug fixes and stability improvements

Blueshift Engine v0.6.0 Released


https://github.com/PolygonTek/BlueshiftEngine

  • Refined PBR shaders
  • Added support for environment probes for indirect lighting
  • Added support for various HDR tonemapping operators
  • Added support for integration Google Analytics into the player
  • Added support for integration three ad formats of Google AdMob into the player
  • Added support for Unicode (UTF-8) almost everywhere
  • Updated Bullet physics library to 2.88
  • Fixed an issue where sRGB rendering on Android was incorrect
  • Improved speed of project loading in editor

Blueshift Engine Alpha v0.5.0 Released !

  • Added support for GPU instancing for static/skinned meshes
  • Added support for static batching
  • Added support for calculation tangent vectors using MikkTSpace
  • Added support for calculation normals with area and anglular weights
  • Added support for vehicle physics
  • Added support for slider/wheel joint components
  • Added support for copy & paste component values in editor
  • Changed engine unit from centi-meters to meters
  • Changed FBX importing process to support hierarchical mesh in editor
  • Fixed an issue where rolling friction was not working correctly
  • Fixed an issue where inspector updating in play mode would slow down the game

Link: https://github.com/PolygonTek/BlueshiftEngine/releases

Alpha version 0.5.0 의 원래 계획은 8월 말까지 였는데 중간에 허리디스크로 작업 일정이 몇 달이나 밀려 버렸다. 모바일 게임 개발과 병행하면서 작업하느라 순수한 엔진 개발 시간은 상대적으로 많이 줄었다.
결과적으로 그래픽 쪽은 PBR 이후에 거의 손도 못대는 중..