Playing with Vulkan but don’t want to include thousands lines of
various headers just to call a few functions? FlextGL just learned Vulkan
support and it’s here to speed up your turnaround times.
The new release brings more flexibility to asset management and
rendering abstractions, improves plugin handling and showcases Leap Motion
integration.
Magnum master branch received a few breaking changes to the
buildsystem to further slim down the library in preparation for Vulkan
support.
I made a brief detour on the way to Vulkan support and equipped
Magnum with features that make plugin workflow nicer and open up new
possibilities.
The new Magnum milestone brings WebGL 2.0 and WebAssembly, VR
support, lots of niceties for Windows users, iOS port, new experimental UI
library, improved testing capabilities, support for over 80 new asset
formats, new examples and much more.
Magnum docs were missing the search functionality for some time
because I wanted to implement it properly for the new theme. The proper
implementation is now ready.
One of the goals while building the new Magnum website was to lower
the barrier for contributing content. With Git and GitHub it’s already very
easy to contribute code to the project itself, so why not extend that to
the website as well?
A new Magnum example implements an analytic method for area light
shading presented in the paper “Real-Time Polygonal-Light Shading with
Linearly Transformed Cosines”, by Eric Heitz, Jonathan Dupuy, Stephen Hill
and David Neubelt.
The new website does a better job at clearly presenting engine
features and enables the team to share progress easier than before. Besides
that, its development resulted in many valuable byproducts for both C++
developers and web content publishers.
Along with dropped support for NaCl, Magnum now has first-class
WebAssembly support. I also took this opportunity to overhaul the outdated
Showcase page with WebAssembly builds and
there is a bunch more Emscripten-related goodies all over the place!