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Releases: hucancode/mjolnir

v1.11.5

21 Dec 03:42

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  • fix sphere-box collision
  • fix cylinder-box collision

v1.11.4

16 Dec 08:27

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  • optimize physics engine, better parallel processing
  • fix tunneling issue due to incorrect axis normalization

v1.11.3

06 Dec 14:12

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  • better and faster physics collision detection/resolving
  • fix spotlight clipping and some other small issues

v1.11.2

18 Nov 12:10

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  • eliminated duplicate works in visibility compute pass
  • avoid unneccessary descriptor sets recreation on window resize
  • fixed a crash on window resize

v1.11.1

16 Nov 13:11

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  • simplified render calls by eliminating uneccessary secondary command buffer usage
  • better ownership separation between subsystems
  • less vulkan boilerplate

v1.11

15 Nov 04:08

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  • support tween and spline
  • some improvement on physics engine
  • fix vulkan validation errors
  • reduce vulkan boilerplate
Screenshot From 2025-11-15 12-44-38

v1.10

31 Oct 18:10

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  • basic level manager
  • fix some bugs around widget systems

v1.9

29 Oct 16:00

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  • basic IK solver
  • basic retained mode UI
  • basic physics engine
  • fix synchronization bug causing shadows to flicker on high FPS
  • fix spot light attenuation calculation
  • fix octree performance issue causing loading time to growth exponentially
Screenshot From 2025-10-29 00-10-26

v1.8

20 Oct 15:16

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  • add support for sprite rendering
  • various engine architecture optimization, notably:
    • new memory management model, MutableBuffer & ImmutableBuffer
    • simpler image abstraction with Image/ImageSpec
Screencast.From.2025-10-21.12-11-04.mp4

v1.7

19 Oct 03:26

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  • implement occlusion culling, reduce draw calls but introduce new compute overhead
    • vertex shader don't have to process occluded objects
    • current implementation does not improve FPS but open new possibility to do so
  • rework Camera API, Camera now responsible for defining viewport, render features, visibility
    • eliminate 2 concepts: render target and visibility task. now user only think about setting up camera
    • spot light now cost 2 depth map textures (2MB). point light now cost 6 depth map textures (6MB). they used to cost 7 depth map textures (7MB) regardless of light type