It’s been a while. AnKi’s development is continuing with some slowdown (I am a dad now). Some of the new features that landed in the codebase since the last update:
- Physical based rendering. Seems everyone is using it and now I can understand why.
- Cluster based deferred shading. Changed the (CPU hybrid) tile based with a brand new one that divides the space into clusters. It’s CPU hybrid once again. Avalance is (was) using something similar.
- Added tone mapping with eye adaptation.
- The lighting is fully HDR now.
- Added support for particles that react to lights. The new cluster based renderer allows me to do that which is pretty cool.
- Reworked the graphics backend to make it Vulkan friendly. I’ll start with the Vulkan backend when the drivers become a bit more stable (now they are in early beta state).
- Finally I worked with an artist for a few months to produce a game level. This level is helping me optimize the engine for real life scenarios. Ultimately I’ll produce a tech demo with it.
For the future:
- Continue creating a UI library (boring).
- Expand on a new idea for reflections.
- Expand on a new idea for global illumination
- Integrate Newton Game Dynamics even further (create joints and other stuff).
- Start on the Vulkan backend.