Universe or Nothing Forums
General => Development & Discussion => Topic started by: Mark on October 15, 2016, 03:04:13 PM
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Hi all,
This is a technical post, but I wanted to get back into the habit of writing progress posts.
In the time I have been occupied with work UoN's engine, Xenko (http://xenko.com), and GUI framework, Noesis (http://noesisengine.com), have received major updates. Both of these projects are absolutely brilliant, in terms of festures and code quality, and these updates make them even better.
The downside to this latest update is that both projects have made significant rendering changes (improvements). I need to reintegrate the Noesis renderer with the Xenko rendering system.
I have significant experience in programming gameplay, UI, networking, some physics, but practically none in graphics/rendering (I always used engines with their own renderers). I was able to integrate the previous version of Noesis but with their API changes I need to understand a lot more about what is going on to do it this time. For that reason I have begun to study DirectX, and I will be writing my own simple render to get a firm grip on it. That renderer won't be used in the game, Xenko's is simply brilliant (https://youtube.com/watch?v=nH82jZHCXN0), but it will give me the experience I need to do a really good Noesis Xenko integration.
I won't have any visuals to show for a while, but I will continue to post progress updates to keep people informed on development.
Thanks for reading,
Mark
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Thanks for the update and good luck!
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thank you for updating us
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Really appreciate being kept up to date on progress, thanks Mark
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My pleasure. :)
I have completed the Xenko upgrade from 1.6b to 1.9b, and I am waiting on some extra info from Noesis for their new render system.
I have been playing around with DirectX too, all good so far.
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Integration of the new Noesis GUI library is under way, I should be done with it early this week.
I'm looking forward to working on the UIs.
Both the Xenko (our engine) and Noesis (our GUI system) devs have been doing amazing work.
Here is a video showing the new "Practical Clustered Shading" renderer that Xenko has implemented. It is designed to allow many real-time light sources without the issues of deferred rendering (like transparency), and without the performance issues of forward rendering.
Thanks for reading!
Mark
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Nice!
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Just checking in to let you know I am still actively working away. :)
It will probably be a few weeks before I have something significant to report.