Blade Engine 0.2 is released!
Sharp and simple graphics library. Contribute to kvark/blade development by creating an account on GitHub.
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.
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.
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.