PROGRESS UPDATE MAY 2017
Engine is nearing first stable release, aimed towards early 2018!
New stuff since the last time I posted:
- Vulkan backend - Vulkan is now fully supported along with DirectX 11 and OpenGL 4.5. A full refactor of the low-level rendering API has been done in order to provide a modern interface that ensures best features of Vulkan can be utilized efficiently, yet still be as simple to use as DirectX 11/OpenGL 4.5.
- Audio system - Audio system with support for both OpenAL or FMOD, 3D/2D audio, on-the-fly streaming and decompression, and a built-in support for variety of formats like .ogg, .mp3 or .wav.
- Animation system - Support for skeletal animation with skinning, 1D/2D blending and additive animations. Support for morph shape animation. Support for animation events and IK post-processing. Added built-in animation editor able to animate any script property.
- Renderer enhancements - Added support for hybrid tiled deferred / forward clustered rendering. Added support for physically based shading, area light sources, reflection probes with geometry proxies, irradiance maps and more. More renderer enhancements coming over the next few months.
- C++ documentation - Over a HUNDRED new manuals for the C++ (non-scripting) part of the engine. Includes documentation oriented towards normal users, as well as those interested with tinkering/extending engine internals.
- Unified shading language - New unified shading language allows you to develop shaders that work on DirectX, OpenGL and Vulkan, while also supporting high level concepts not available in HLSL/GLSL. HLSL syntax (with extensions) ensures it is easy to learn for new developers.
- Automatic script binding generation - Automatic code generation support for script bindings ensures scripting API can now nearly transparently match the C++ API, as well as opening the door for easy addition of new scripting languages.
As always, more information here: https://github.com/bearishsun/bansheeengine