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For The Quest is the working title for a game in early development by
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[@seratonik][]. Written entirely in Rust and compiled to WebAssembly,
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For The Quest is destined to become a MMORPG set in a post-apocalyptic
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Earth where your goal is to band together into like-minded factions to
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not only survive in this new world, but to unearth the cause of humanity's
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downfall.
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For The Quest is currently undergoing engine development with a focus on
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running smoothly in modern browsers using WebGL 2.0 before moving onto
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native desktop ports.
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New developments in March:
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- Collision and Activation-Based Triggerable Entities (Able to load new areas)
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- New overworld "sky light" directional lighting shaders in addition to
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omni-directional point lighting for underground areas
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- New Ice Cavern models and textures, establishing a hybrid pixel-art in 3D
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style - mapping tool has been expanded to allow for rotating "tiles" to
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build extensive environments in a simple text format for rapid prototyping
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- Specular maps added to the engine and world for that extra shine
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- Started refactoring the rendering pipeline to allow for screen-space effects
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such as reflections and ambient occlusion
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## Library & Tooling Updates
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### gfx-rs and wgpu news
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[gfx-hal-0.5](https://github.com/gfx-rs/gfx/) was released :tada:
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[gfx-hal-0.5](https://github.com/gfx-rs/gfx/) was released :tada:
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Improvements done in March:
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- Debug markers. Users are now able to debug-annotate parts of the rendered frame, so that inspecting it in a GPU debugger is more enjoyable.
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- The generic range parameters are removed in favor of simple structs. This is a move towards simpler low-level API.
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- Physical device features for NDC Y-flip and sampler mirror clamp are added
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- Physical device performance hints are introduced. The first hint is for "base vertex/instance" support.
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-`SmallVec` is removed from the API, it's reshaped to avoid any heap allocations. Previously, it had to touch the heap on multiple descriptor sets or command buffers.
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- DX12 got true support for read-only storage bindings. This is one of the opt-in derivations from Vulkan that allow to better map users logic to non-Vulkan backends, also used by WebGPU.
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- Last but not the least, @zicklag[has been fighting](https://github.com/gfx-rs/gfx/pull/3151) with the OpenGL backend to align its API with the rest of the crowd, armed with [surfman](https://github.com/pcwalton/surfman). The fight is reading conclusion, and we are crossing fingers to add OpenGL support to `wgpu-rs` as it lands.
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- Debug markers. Users are now able to debug-annotate parts of the rendered frame, so that inspecting it in a GPU debugger is more enjoyable.
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- The generic range parameters are removed in favor of simple structs. This is a move towards simpler low-level API.
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- Physical device features for NDC Y-flip and sampler mirror clamp are added
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- Physical device performance hints are introduced. The first hint is for "base vertex/instance" support.
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-`SmallVec` is removed from the API, it's reshaped to avoid any heap allocations. Previously, it had to touch the heap on multiple descriptor sets or command buffers.
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- DX12 got true support for read-only storage bindings. This is one of the opt-in derivations from Vulkan that allow to better map users logic to non-Vulkan backends, also used by WebGPU.
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- Last but not the least, @zicklag[has been fighting](https://github.com/gfx-rs/gfx/pull/3151) with the OpenGL backend to align its API with the rest of the crowd, armed with [surfman](https://github.com/pcwalton/surfman). The fight is reading conclusion, and we are crossing fingers to add OpenGL support to `wgpu-rs` as it lands.
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[wgpu](https://github.com/gfx-rs/wgpu) and [wgpu-rs](https://github.com/gfx-rs/wgpu-rs) changes in March:
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-@grovesNL reached an epic milestone in the Web target by showing the [first triangle](https://github.com/gfx-rs/wgpu-rs/pull/193#issuecomment-599156540). Users will soon be able to seamlessly target the web with their existing `wgpu-rs` applications :rocket:
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-`wgpu-types` crate is created to share types between the Web target and the native one.
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-@lachlansneff improved the _async_ story quite a bit, we also converted more methods to be asynchronous.
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- Debug labels support.
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- Id management story for browsers with a GPU process has been completely redesigned and now working well.
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- All the objects are properly destroyed and GPU tracked if needed.
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- Ability to provide a `Surface` so that the selected adapter can present to it.
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- New "mailbox" present mode.
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-@grovesNL reached an epic milestone in the Web target by showing the [first triangle](https://github.com/gfx-rs/wgpu-rs/pull/193#issuecomment-599156540). Users will soon be able to seamlessly target the web with their existing `wgpu-rs` applications :rocket:
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-`wgpu-types` crate is created to share types between the Web target and the native one.
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-@lachlansneff improved the _async_ story quite a bit, we also converted more methods to be asynchronous.
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- Debug labels support.
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- Id management story for browsers with a GPU process has been completely redesigned and now working well.
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- All the objects are properly destroyed and GPU tracked if needed.
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- Ability to provide a `Surface` so that the selected adapter can present to it.
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- New "mailbox" present mode.
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Satellite projects:
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-[naga](https://github.com/gfx-rs/naga) - the new in-house shader translator has reached the milestone of successfully loading a WGSL [boids example](https://github.com/gfx-rs/naga/blob/thda1f6a47b06c89abb1dff70326c076f1088964a3/test-data/boids.wgsl) and generating a valid Metal source for it :tada:
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-[metal-rs](https://github.com/gfx-rs/metal-rs/) has got a lot of contribution by @adamnemecek. Indirect command encoding is particularly exciting!
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-[gfx-extras](https://github.com/gfx-rs/gfx-extras) is a new library that is forked from rendy-memory/descriptor.
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-[gfx-ocean](https://github.com/gfx-rs/gfx-ocean) was moved to gfx-rs organization and updated to gfx-hal-0.5.
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-[gfx-portability](https://github.com/gfx-rs/portability) was also updated.
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-[naga](https://github.com/gfx-rs/naga) - the new in-house shader translator has reached the milestone of successfully loading a WGSL [boids example](https://github.com/gfx-rs/naga/blob/thda1f6a47b06c89abb1dff70326c076f1088964a3/test-data/boids.wgsl) and generating a valid Metal source for it :tada:
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-[metal-rs](https://github.com/gfx-rs/metal-rs/) has got a lot of contribution by @adamnemecek. Indirect command encoding is particularly exciting!
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-[gfx-extras](https://github.com/gfx-rs/gfx-extras) is a new library that is forked from rendy-memory/descriptor.
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-[gfx-ocean](https://github.com/gfx-rs/gfx-ocean) was moved to gfx-rs organization and updated to gfx-hal-0.5.
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-[gfx-portability](https://github.com/gfx-rs/portability) was also updated.
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### [Quest Engine Part 2: Deploying a Rust App On Android][quest-part-2]
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