Turbo Game Engine (Leadwerks 5) beta updated
An update for the beta of the new engine is now available with the following changes:
- GLTF loader is now working for most models. A large collection of GLTF files are available online for free from many sources, and they can be loaded right into the engine without any adjustment for materials or textures. Single-file GLB files also work.
- Added support for GLTF extension KHR_materials_pbrSpecularGlossiness.
- Disabled PNG loader gamma correction.
- world->SetSkybox(texture) can now be used to make PBR reflections appear. (The sky will not yet be visible though.) I'm going to try to use a voxel GI system for further reflections, and not use environment probes at all.
- Window::GetWidth(), Window::GetHeight(), Context::GetWidth(), and Context::GetHeight() are removed. Use GetSize() instead. It will return an iVec2 object with x and y components.
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JSON material files are changed slightly. in order to accommodate additional per-texture settings. None of these work yet, but you can see where it is going:
"albedoMap": { "file": "./Rough-rockface1_Base_Color.jpg", "filter": "linear", "tilingU": "repeat", "tilingV": "repeat" },
So before if you had this:
"albedoMap": "./Rough-rockface1_Base_Color.jpg"
Just change it to this:
"albedoMap": {"file": "./Rough-rockface1_Base_Color.jpg"}
And then it will work.
The screenshot below is a GLTF loaded and rendered with Vulkan. Note that this model uses baked lighting that is already included in the model. But the fact I can download these things and have them appear correctly with no adjustments is great.
You can get access to the beta and private forum right now for just $5.
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