The main release of this year is ready. A lot of work went into it:

  • New features added
  • Many bugs fixed
  • New bugs added (which we’ll definitely find and fix together)

Overall, the release turned out bigger than the previous one.

How to download

Champagne bottles have been smashed against the hull of our release ship!

Future plans

It’s time to think about what to do next. There are many plans — far more than there are hours in the day, and certainly more than there is free time. But despair is not the answer. Let me share my plans.

1. Migrating the editor from Qt to a custom UI

Starting in October, I plan to arm myself with neural networks and begin the migration. I’m scared to death: I have no idea how long it will take or whether I’ll have enough time. On the face of it, all the necessary UI elements are already there, but I’ve never built such a complex interface on my own framework before. This is a huge challenge for me and for the engine. I hope I can handle it.

2. Expanding the FBX converter

I plan to add LOD generation and UV unwrapping for lightmaps. The converter will probably be split into a separate module — the logic there is growing a lot.

3. The “Player” application

I have a separate branch where I’m writing a player. It’s essentially the same game binary, but it lets you avoid compiling the game if it doesn’t use your C++ code. In that case, there’s no need to create a separate binary every time — you can just pack the resources into archives and launch them through the player. I’d like to get it into a stable form.

In summary

There seem to be more plans for the next release than there are capabilities. But the one who walks will master the road. Thank you for being with the project. There’s a lot of exciting stuff ahead.