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bboczula edited this page Jan 28, 2026
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superez_1.4.1.mp4
- Editor Object Selection
- Now when you click an object (either from viewport or ImGUI panel) it gets highlighted
- Used the simples ripple-like highlight pass
- Now when you click an object (either from viewport or ImGUI panel) it gets highlighted
- Compute Shader Support
- Introduced the new Render Pass that represents a compute shader function
- Added support for Compute Shader compilation, binding and dispatching
- Editor Flythrough Camera
- Changed the previous Gimbal camera with the Free camera
- Much more convenient for editing
- Changed the previous Gimbal camera with the Free camera
- ImGUI messed up after scene reload
- When you wanted to load new scene, the whole ImGUI looked completely wrong
- The problem was that I was deleting all the texture resources, but kept the resource views
- The fix was to split the descriptor heaps into static and dynamic, and only deleting dynamic part during the scene loading
2025-07-03.05-02-18.mp4
- Simple Texturing
- Each object is now rendered with a corresponding albedo texture
- Textures are being loaded from files on hard drive and uploaded to GPU
- Extended the resource binding mechanism
- Scene Reloading
- You can switch scenes in the real-time
- Added the State Machine to the Engine to support this
- There is a new menu bar that allows you to select a scene file to load
- You can switch scenes in the real-time
- ImGui Support
- Now the engine support the ImGui as GitHub submodule
- Added a separate Render Pass and Input Listener
- I've added a side panel that lists all of the game objects
- Once selected, it will display some details about the object
- Now the engine support the ImGui as GitHub submodule
- Basic Scene Graph
- Scenes are now loaded from XML scene description file
- Each entry has a name, geometry and a texture
- Scenes are now loaded from XML scene description file
- Shader Wrapper Class
- Quality of life improvement
- Got rid of another raw DirectX class in favor of the abstraction
- Quality of life improvement
- More info on the DevLog: TODO
Release-1.3-Demo.mp4
- Loading Geometry From File
- You can now load scenes from Wavefront files
- Flexible Vertex Buffers
- Each vertex element will end up in separate Vertex Buffer
- Each Render Pass can pick and chose elements it needs
- It improves flexibility and allows to easily extend vertex definition
- Resource Handles
- Now each resource type will have its own handle
- A handle is a smartes index into the resrouce array, with some basic safety check
- Drawing Multiple Meshes
- Each Render Pass has access to all the meshes from the scenes
- Input Handling
- Added a Raw Input handling to support keyboard and mouse
- Used the Observer patter to easily extend with for instance game pad
- Camera System Rework
- Merged perspective and orthographic cameras
- Moved rotation fields to the base class
- Added Blender-like handling (rotation with middle mouse button and zoom)
- Added arbitray front, side and top camera position
- Posibility to smoothly switch between orthographic and perspective camera
- Orbit Camera
- Fixed a lot of issues (flipping, gimball lock) by switching to spherical coordinates
- Previously was using Euler angles and rotation matrices, but there were issues
- More info on the DevLog: https://bboczula.pl/2025/07/02/superez-1-3-devlog/
Release-1.2-Demo.mp4
- Camera Handling
- Introduced new classes for camera management and camera controllers.
- Implemented a system to pass camera data efficiently to shaders.
- Basic Camera Unit Tests
- Added a new Google Test project to support unit testing.
- Implemented unit tests for both the camera and arcball camera controller.
- Depth Testing for Render Targets
- Implemented depth testing support for Render Targets, enhancing rendering accuracy.
- Drawless Render Pass
- Introduced support for drawless render passes, enabling non-drawing passes like copy passes to function seamlessly.
- Support for PIX Markers
- Added PIX markers support to improve debugging and performance analysis within PIX.
- Basic Shader Pipeline
- Refactored the shader creation process, extracting it from the Render Context for better modularity and maintainability.
- More info on the DevLog: https://bboczula.pl/2025/03/16/superez-1-2-devlog/