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:
Anyway, here's some physically based bloom:
