Releases: kool-engine/kool
Releases · kool-engine/kool
v0.17.0
What's Changed
- New Vulkan backend for Desktop (this also brings support for macOS)
- Lots of improvements in the shader DSL:
- Support for structs (including host-side struct buffers)
- Storage texture support
- Support for R11F_G11F_B10F render targets (allows for more efficient HDR rendering)
- Improved bloom implementation
- Reversed depth is now the default (allows for infinite camera clip distance)
- Lots of smaller improvements and bug fixes
- PhysX updated to 5.6.0
Full Changelog: v0.16.0...v0.17.0
v0.16.0
What's Changed
- Lots of editor improvements
- Slightly improved ambient occlusion quality
- Bumped PhysX to 5.5.0
- Various minor fixes, improvements and version updates
Full Changelog: v0.15.1...v0.16.0
v0.15.1
Bugfix release:
- Fixed editor hot-reloading of edited app-classes
- Fixed behavior editor when multiple behavior components are attached to a single
GameEntity
- Include android version of
kool-core
Full Changelog: v0.15.0...v0.15.1
v0.15.0
Highlights:
This one focused on the editor:
- New project data model
- Physics support
- Character support
- Multi object edit
- Better gizmos
- Many more UI and usability improvements
Full Changelog: v0.14.0...v0.15.0
kool v0.14.0
Highlights:
- New WebGPU renderer
- More optimizations to the OpenGL / WebGL renderers
- Compute pipeline improvements
- Virtual file systems for more flexible asset loading
- Asset import and project download for web editor
Vulkan support is disabled for now and will hopefully come back in one of the next releases.
Full Changelog: v0.13.0...v0.14.0
v0.13.0
kool 0.13.0 release
Highlights:
- Compute shaders! (part 1 of 2: for now only storage images are supported, support for SSBOs is still missing)
- Common GL render backend for desktop OpenGL and browser WebGL: (almost) no more duplicated code and a lot easier to maintain
- Rewrote a lot of math code (transform matrices, etc.): More consistent API between type variants, (hopefulle) easier-to-use API
- Zero-to-one depth and support for reversed depth on OpenGL 4.5+ for much higher depth precision
Available on maven central and via the template projects