A Decade of Magnum
On 19th December 2010, Magnum saw its first commit. A bunch more commits happened since then and I learned some things along the way.
On 19th December 2010, Magnum saw its first commit. A bunch more commits happened since then and I learned some things along the way.
Redesigned geometry pipeline together with massive additions to importer plugins, new debugging, visualization and profiling tools, new examples including fluid simulation and raytracing, instancing in builtin shaders and a gallery of cool projects to get inspired from.
Flexible and efficient mesh representation, custom attributes, new data types and a ton of new processing, visualization and analyzing tools. GPU-friendly geometry storage as it should be in the 21st century.
The new release brings Python bindings, Basis Universal texture compression, improved STL interoperability, better Unicode experience for Windows users, a more efficient Emscripten application implementation, single-header libraries, new OpenGL driver workarounds and much more.
During the past four months, Magnum began its adventure into the Python world. Not just with some autogenerated bindings and not just with some autogenerated Sphinx docs — that simply wouldn’t be Magnum enough. Brace yourselves, this article will show you everything.
If you build your Magnum apps for the web, you can now make use of a new feature-packed, smaller and more power-efficient application implementation. It is using the Emscripten HTML5 APIs directly instead of going through compatibility layers.
Last year, Magnum was used to introduce students to virtual reality programming at the Ludwig-Maximilians-Universität München — powering a CAVE-like environment, a room-scale five-sided projection installation.
Engines supporting more than one graphics backend very often need to translate various enum values — pixel formats, primitive types etc. — from a generic API-agnostic value to the one used by a particular implementation, in the fastest-possible and most robust way.
The new version puts a focus on usability with tweakable constants for live coding, Dear ImGui integration, new packages, Gradle-less Android development, compile time speedup and other general polishing.
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.