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V1.1.0 Developer Progress

Posted: Mon Mar 06, 2017 12:17 am
by Cysis
Hi everyone,

Thank you so much for helping us eliminate a lot of bugs already, please continue to report any issues you come across so that we can get them fixed sooner!

The V1.1.0 update is a big one, it comes with a new, more efficient compiler, Vulkan Rendering and Audio Functions! There has been a lot of effort put in and now we are getting close to having the patch ready.

We have also made some changes in the direction of the engine itself, starting with the rendering. To save time and resources we are going to drop OpenGL, and support full Vulkan. While Vulkan still has a long way to go to becoming the perfect rendering API, by the time the engine reaches Beta Stage it will have had more than enough time to mature and become even more powerful. From our initial testing we have already found it being massively more efficient than OpenGL and that's something we strive to achieve! Don't be too worried about compatibility issues with your GPU, Vulkan is backwards compatible with fairly old graphics card's. We have attached links below to check to see if your card is compatible.

AMD: ... ing/vulkan

Licensing is also going to be re-discussed as various loopholes and problems with the current licensing options, expect changes with the Personal and Academic Licensing options. We will also be releasing options for Team licenses that will help reduce costs.

Just like we did for v1.0.0 here is a checklist of what remains for us to do before the update is ready!

- Generation of LLVM code for compilation (Done!)
- Export all functions into the new compiler (Done!)
- Operators & Variables (Done!)
- Types (50%)

- Mesh Loading (Done!)
- Texture Loading (Done!)
- Smart Pointers for effective memory management (Done!)

- Materials Re-Vamp (Done!)
- SpirV shader support (Done!)
- Update Interface Functions to render via Vulkan (0%)

FMOD Audio
- Importing/Exporting Audio Files (Done!)
- Basic 2D Audio Functions (Done!)
- Basic 2D Audio Manipulation (Done!)
- Looping & Targeted Looping (Done!)

Bug Fixes
- Loading Assets by ID (50%)
- 3D View ports in Engine (50%)
- Advanced Mathematical Calculations in the Compiler (Done!)

Some have been asking about FMOD and whether there will be options for audio without needing to use FMOD. Initially there won't be, but we will add some audio functionality to the engine that is not dependent on FMOD however it is very likely that it won't be any where near as extensive as the FMOD functions. There are limitations for using FMOD functions in your projects but they are very minute, you can find details here: viewtopic.php?f=31&t=61

Re: V1.1.0 Developer Progress

Posted: Fri Mar 10, 2017 2:31 am
by Cysis
The compiler to be released in version 1.1.0a is nearing completion, and the stability is much greater than originally expected! It produces drastically cleaner codegen, and has nowhere near as many bugs. Its build time has also improved, not the build times were a major problem before. A new feature in the compiler is the Type system. It works similar to Blitz3D’s type system, but with a special caffeinated twist to it!

Re: V1.1.0 Developer Progress

Posted: Mon Mar 13, 2017 12:31 am
by Cysis
It's been a very busy weekend for the Development team, with Vulkan and the compiler reaching near completion the v1.1 patch is getting closer and closer to release. Still plenty of work left to do though. We currently have some strange issues with Vertices but that should be fixed very soon. Once the Vulkan Renderer and Compiler is ready, we will perform some tests before releasing the patch just to make sure that its not completely broken.

Aside from the improved rendering, the new compiler has become godly in comparison to the version that is currently deployed. While it is unlikely you will notice a difference, the code generation behind it is much cleaner, resulting in a more efficient and optimised final game. It has also fixed a lot of problems with Mathematics as well as Function Ordering.

Re: V1.1.0 Developer Progress

Posted: Mon Mar 13, 2017 10:08 pm
by Sammy
I'll hang back for the next patch as the 1.0 didn't actually compile anything for me.

Re: V1.1.0 Developer Progress

Posted: Mon Mar 13, 2017 10:58 pm
by Cysis
What error were you getting? was there a space in the install directory of the engine or the project? Have you joined the Official Discord Channel? If not i suggest doing so as we can get you help much much quicker :)


Re: V1.1.0 Developer Progress

Posted: Fri Mar 17, 2017 12:11 am
by Cysis
Another Update, while working on Vulkan we've revamped the model loading system. Now if you use the naming standards that will be included in the documentation, whenever you load a mesh, materials and textures will automatically be set providing the mesh is exported with them. This will save you a lot of time but as always you can override in your code if you want to change something manually!

We still need to perfect Compiler Types and update the UI systems to use Vulkan but it shouldn't be long before we can start internal testing before sending you guys a big patch! :D

Re: V1.1.0 Developer Progress

Posted: Fri Mar 17, 2017 11:24 pm
by Sammy
Cysis wrote:No as in is there is a space in the file path of the directories where you have installed the engine or your location of your project. The engine uses absolute pathing so there mustn't be any spaces or the compiler won't work.

For example:
C:\Program Files (x86)\Caffeinated3DEngine

This will not work as there is a space between Program and Files.

Thanks Cysis, off my computer chair with an Illness for a while. That was probably my problem though. ;)



Re: V1.1.0 Developer Progress

Posted: Mon Apr 10, 2017 10:32 pm
by Cysis
Hello Everyone, sorry for the delay in updates but we have been working non-stop on the engine :D We are coming near to the end for the v1.1 patch with almost 100% Vulkan integration. We thought it would be best to have it fully integrated before sending out the patch hense the delay.

Just so you guys know. We are reaching fps of around 3000 in scenes that v1.0 was reaching around 250.

This is a screenshot rendering 50k Polygons at x8 MSAA with a 8K resolution Skybox (oh yeah there are a bunch of skybox functions now)

There is automatic GPU multi-threading

Mesh Loading is almost 3 times more efficient

And the results be beautiful! We also updated our Roughness algorythm of the PBR pipeline to work much more accurately with dynamic lighting which will be introduced soon after the v1.1 patch.

We have also started development on a Particles Editor which will be ready for you to test in v1.2

The World Editor is also getting more attention as we have begun work on mesh placing, while it will be a long time before it is fully completed, it wont be long until you can start using it to build your environmments without having to code a single thing!

The Compiler is 99% ready, just the last minute tweaks left to go.

FMOD 2D audio is already integrated and working very nicely, you currently have 20+ new audio functions at your disposal

All in all, development while quiet, is going very well! :)

Re: V1.1.0 Developer Progress

Posted: Wed Apr 12, 2017 12:14 am
by Sammy
Sounds good! :D