Releases: vilbeyli/VQEngine-Legacy
Releases · vilbeyli/VQEngine-Legacy
Point Light Shadows, Improved Texture Support, Mesh LODs, Anti-Aliasing, Improved Perf
Pre-release
- Real-time Point Light Shadows (up to 5)
- Mesh Level of Detail (LOD) System
- RenderPass Abstraction (rough)
- Mipped Textures
- PBR
- Roughness, Metallic, Emissive texture support
- Preset loading
- New Scenes
- Light Test Scene (6)
- LOD Test Scene (7)
- PBR Scene (3)
- Supersample Anti-Aliasing
CPU & GPU Optimizations, Compute Shaders
- Compute Shader Pipeline
- Live Shader Editing (Launch Once - Edit Shader Source - Reload Shader)
- Compute-Optimized Blur Shaders
- View Frustum Culling
- Instanced Rendering
- Shader Permutations w/ Shader Binary Cache support
Data-Oriented Engine, Multi-threaded Tasking System, Model Loading w/ assimp, Loading Screen
Data-Oriented Engine, Multi-threaded Tasking System, Model Loading w/ assimp, Loading Screen
Pre-release
Pre-release
- Refactored Scene, Engine and Renderer classes in favor of Data-Oriented Design
- Asynchronous Model Loading using assimp
- Sponza Scene & More Models
- Task-based Threading System
- Rendering: Directional Lights, Alpha Mask Textures
- Loading Screen & Multi-threaded Scene Loading
- App Icon
- Documentation Template / Bibliography
Automated Build, Logging, Text Rendering, CPU & GPU Profiler
- Text Rendering
- CPU Profiler
- GPU Profiler
- Build scripts (Python, Batch) & Automated Build (AppVeyor)
- Logging: Console and/or Log Files
PBR, Deferred Rendering & Multiple Scenes
- On-the-fly-switchable Forward/Deferred Rendering
- PBR: GGX-Smith BRDF
- Environment Mapping (Image-Based Lighting)
- PCF Soft Shadows
- Bloom
- SSAO w/ Gaussian Blur
- Custom Scene Files, Switchable/Reloadable Scenes
Simple Lighting, Texturing and Shader Reflection
- Vertex-Geometry-Pixel Shader Pipeline
- Shader Reflection
- Phong Lighting
- Simple Shadow Maping Algorithm
- Normal/Diffuse Maps
- Procedural Geometry: Cube, Sphere, Cylinder, Grid