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kvark kvark @programming.dev
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Blade Engine 0.2 is released!

github.com GitHub - kvark/blade: Sharp and simple graphics library

Sharp and simple graphics library. Contribute to kvark/blade development by creating an account on GitHub.

GitHub - kvark/blade: Sharp and simple graphics library

The focus of this release is the high-level API, which abstracts rendering together with physics (via Rapier3D). See the new “vehicle” example code for the reference.

!vehicle example

In addition, blade-graphics-0.4 contains improved presentation API with control for color spaces and display synchronization, more texture formats, and an important platform bug workaround.

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COSMIC DE: The Road to Alpha
  • I got confused by this post a bit. The news is just about Terminal being packaged for Nix. Checking the whole list, it looks like only the Session is not merged yet? I wonder if it's the moment where I would be able to write:

    services.xserver.desktopManager.cosmic.enable = true
    
  • Blade Render v0.2 release

    Check out Blade: it's a purely ray-traced renderer, with asset pipeline and egui integration, built on top of a thin low-level GPU abstraction.

    I've just released blade-graphics-0.3, blade-render-0.2, and other associated crates. I believe it's now usable externally, and I'm dogfooding it myself.

    Major rendering additions:

    • tangent space generation and normal mapping
    • spatio-temporal reservoir resampling (ReSTIR)
    • environment map importance sampling, it can load EXR and HDR
    • Spatio-temporal variance-guided de-noising (SVGF)

    In addition, shaders are now considered assets and can have includes, shared enums and bitflags with your Rust code. The "scene" example is practically a scene editor: it allows dropping new objects, manipulating them via egui-gizmo, in addition to configuring the rendering.

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