What a busy week this has been which is why we haven’t been on the forums as much. At the time of writing, i am sat in our livingroom recovering from a wicked club night out in our local city which went on til 4am lol 😛
One of our family members had a birthday this week and we were taken to Drayton Manor in the UK which is a theme park where we went on thrill ride after thrill ride.
I mention these because we have been quite absent from the forums this week and we apologize if anyone needed anything urgently.
Since it is easter weekend, we are deciding to rest and enjoy some time with the family as we recover from the busy week and get ready to start afresh on the monday.
So thanks for everyone joining in recently and we will keep you all informed of progress when we get back to it
Just a quick update. We are still working hard getting this new renderer up and running and have finally restored the GUI systems for the console in the player and the system used for “ui.function()” in lua.
The main librocket system is now rendering in both GLSL and HLSL but only has an error on sliders in hlsl so far which i am spending a bit of time to look into
So its still going well and we are getting there with getting an alpha ready version but still have a few big tasks to tackle yet hehe 😛
Oh well, thanks for keeping up to date and reading.
Your Dev Team 😀
First: DX11 Rendering
Second: OpenGL3+ Rendering
Hi, Its been a while since we last wrote a blog on the new renderer but we have been making some noise on the forum with screenshots and videos that you all may have seen already. If not they will be included in this blog.
I want to talk to you today of the realistic development time that has been taken up and will be taken up again by the new renderer upgrade. On one hand it all feels like its going really well with many major features back in the engine, and then there are those tasks which seem or feel impossible to get through. Terrain is one of them for me! It feels like every time we make a bit of headway on the upgrade from the old system, we are sent hurdling back miles due to something just not working.
There are a lot of cool features back in though like large amounts of assets, large numbers of lights, etc…
Continue reading New Renderer Update March 2016