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Ko-Fi Engine v3.0 High-Level System

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@Omicrxn Omicrxn released this 23 Jan 22:25
· 5 commits to main since this release

Overview

For our third release the goal is to adapt the engine to a shaders pipeline. All our meshes are now rendered using shaders

Content

  • We have implemented an in-engine text editor.
  • You can now create shaders from the assets window, you can double click any .glsl/.txt/.mat/.milk file and open it in our brand new text editor.
  • You can save and open your files to the text editor.
  • Now in the inspector under the Component material menu you can add textures that you can then use in your shaders, you can modify the uniform types from your shaders in the inspector with an intuitive interface.
  • The errors from your shaders appear in the log window on our engine.
  • We have created for you to test a water shader and a default shader with an albedo texture and tint.
  • Editing a shader in-engine now automatically compiles and applies the changes.
  • New shaders can be applied to the materials in the inspector.

Known Issues 🚧🚧

  • Primitives do not work at the moment
  • Frustum culling does not work after the shaders implementation due to projection rework.
  • Text editor sometimes goes crazy and keeps the delete action active. Text editor has problems with ctrl commands.
  • Importing objects from the assets directly can cause hierarchy selection problems