About the Next Release
Seeing that the last site update is a little over one month it is about time that I wrote a bit about what's happening. The current update is taking a fair amount of my time to ready but it most certainly is for the best.
Shader Tree
Finally, shader trees can now be edited again. The transition from nEdit (using wxWidgets) to gsEdit (using Qt) left me with a lot of features to rewrite and among them was the shader tree editor. Unfortunately, having the shader tree editor back also requires that the geometry and material editors UI be reorganized and this is a very time consuming task.

The new shader tree editor, work-in-progress.
Renderer Performance
The default desktop OpenGL renderer performances have been vastly improved and on low to mid-class graphic cards the FPS increased from 150% to 200%. High-end graphic card users won't see much performance improvements on all but the most geometry intensive scenes.
As a result of these improvements, the Mediecross mini-game can now be played (~25fps) on lower settings on a Ion netbook with full deferred shading and high dynamic range enabled inside the editor while the current version barely reaches 15fps under the same condition.
Portability
On the engine side, a lot of work happened in the source tree to further ease porting to new platforms. A few adjustments were made to switch the engine to a multiple core approach. This will be done in several steps starting with the parallel execution of the engine main components (scene graph, physics, audio, input). Early tests are already showing a significant improvement on the heaviest physics samples.
While I cannot say much more right now, the work on source portability is obviously not done without a reason ;).
- Emmanuel Julien's blog
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Comments
Ninomojo
Tue, 12/14/2010 - 18:48
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Man that is so awesome. The engine seems already so fast on a mid-range machine such as mine (pc from 2006), that I'm genuinely impressed that you could boost the geometry performances again that much. :)
Does that mean I can run it on my old bootcamped MacBook ?
Really good news for the Shader Tree too, that feature calls for some serious playing around! (that plus the terrain editor).
Mr.Admin
Wed, 12/15/2010 - 08:54
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Thanks! There is always ways to make things faster. Even if having a flexible pipeline often means slowing things down a bit. I think that your macbook (if not pro) is using an integrated graphic card. So it will run fine... without shaders :D.
dlzerocool
Sat, 12/24/2011 - 19:16
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That's a very good news, qt is indeed the technology to go for if you want portability.
By the way, qt is also making itself more platform independent to make projects likes lighthouse easier to do. I wouldn't be surprised if the Qt framework starts on Android (without the mess that we have to do at the moment).
If you guys come to have a real development environment that work on both unix and windows, it's gonna be a real plus compared to all other engines out there.