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  1. Support for Vertex/Index Buffers

    Added support for vertex/index buffers to the engine. Yes, yes, until now there were no GL buffers support in the engine - the geometry was always drawn directly from memory. This may seem strange, because everywhere they write that it is absolutely necessary to use OpenGL buffers for performance reasons. But in practice, everything worked quite fine without buffers - even on mobile devices.

    To check this out I wrote a small demo that draws a million triangles in a frame. On an old
    ...
    Tags: delphi, opengl Add / Edit Tags
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  2. New engine features

    What's new in the Apus Game Engine:

    Texture arrays. A texture array is similar to a 3D texture, but the array elements are indexed using integers. Texture arrays are useful for rendering objects with skins, tiles, etc. These arrays are more convenient and natural than texture atlases.

    Manual mip-maps. Previously, the engine only supported auto-generated mip-map levels. Now the number and content of mip-levels can be set manually. It's especially convenient for visual debugging.
    ...
  3. Astral Masters game on Steam

    I've launched a fundraising campaign to publish Astral Masters game on Steam.
    Now it's 70% done!
    Click image for larger version. 

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    https://planeta.ru/campaigns/166321
    Tags: steam Add / Edit Tags
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    Community Announcement
  4. New engine release: Engine4

    Just published a new version of Astral Towers game which is built on the 4-th generation API of my Apus Game Engine (Engine4). The game works under Windows and Linux and uses SDL2 library for system management and input processing.

    The engine's revision used in this game is published at GitHub as Engine4-r1
    Tags: engine, steam Add / Edit Tags
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    Developer Diary
  5. 3D support!

    3D support has been brought into the engine! Added a couple of projects on 3D theme, including projection shadows (shadow map):
    Click image for larger version. 

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    In principle, 3D rendering was possible in the past - the engine did not interfere with this, but did not help either (except the camera/projection helpers). Now more and more functionality commonly used for rendering 3D scenes is gradually transferred to the engine, so no manual OpenGL calls are required. Currently, there is not
    ...

    Updated 07-09-2021 at 12:13 PM by Cooler (category)

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