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bboczula edited this page Jan 28, 2026 · 7 revisions

Previous Releases

Release 1.4.1

Demo

superez_1.4.1.mp4

Release Notes

  • 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
  • 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

Bug Fixes

  • 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

Release 1.4

Demo

2025-07-03.05-02-18.mp4

Release Notes

  • 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
  • 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
  • Basic Scene Graph
    • Scenes are now loaded from XML scene description file
      • Each entry has a name, geometry and a texture
  • Shader Wrapper Class
    • Quality of life improvement
      • Got rid of another raw DirectX class in favor of the abstraction
  • More info on the DevLog: TODO

Release 1.3

Demo

Release-1.3-Demo.mp4

Release Notes

  • 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

Release-1.2-Demo.mp4

Release Notes

  • 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/