It's been a while since the last update. Been a whole pandemic in-between to be exact. That doesn't mean that the project didn't advance in any way. 
Here's what happened:
 

  • Became a dad. Baby Emma Anastasia Cava came into this world on the 11th of October 2022 and everything else immediately took second place on  the priority list.
  • Work dynamics changed during the pandemic. Work-life balance needed rebalancing and free time became this weird notion of "something" that is hard to manage and order.
  • The project did hit a couple of milestones that I had in the back of my head for a while now:
    • Moved to CMake to ease cross-platform development and help with third party dependencies.
    • Ported to Linux.
    • Added a rudimentary project-based system where scene swapping is parented to a project with project swapping also supported in the editor.
      • Goal of this is to allow separation of game projects from engine improvement tests making developing both in parallel somewhat easier instead of juggling a huge pool of shared resources.
    • Started working on a Vulkan renderer that does somewhat work although it is still buggy.
    • All of this can still be tracked on GitHub and Trello.

As to what's next? Main focus is to ship a Ludum Dare project next year (2025). Might miss the first one but that is the target. I'll update the site with some actual framework progress as soon as I get started towards that goal. Until then, here's VSCode passing all of the UTs on Ubuntu using the code build with Clang:


UTs passing on LinuxAnyway, here's some physically based bloom:

Bloom