Horde3D

Next-Generation Graphics Engine
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 Post subject: Release v1.0
PostPosted: 15.08.2017, 12:23 
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Joined: 15.08.2017, 06:46
Posts: 5
Hi,

I wonder if it would make sense to merge the develop branch into master and make it v1.0?

This would add new/improved features to the engine, probably improve
project visibility and maybe even attract newcomers in the process.

Horde is such a gorgeous engine - it would be a shame if it were overlooked just
because all the improvements are confined to the develop branch.

Any opinions?


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 Post subject: Re: Release v1.0
PostPosted: 15.08.2017, 20:36 
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Joined: 17.11.2009, 17:00
Posts: 165
Location: Russia, Moscow
Hello.
I'm also voting for release. Engine has been in testing for about 4 months, critical bugs seem to be fixed. If anything comes we can make several patches (v1.0.1, 1.0.2, etc.).
After release I'll add several new features to the develop branch, like adding pipeline commands from extensions (overlays are moved to a separate extension as an example & because it was requested earlier on github) and heavy optimization of material classes (about 15% overall performance increase in material-heavy scenes).


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 Post subject: Re: Release v1.0
PostPosted: 16.08.2017, 04:36 
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Joined: 15.08.2017, 06:46
Posts: 5
Sounds great!

Irdis, you mentioned support for directional lights in another post. Have you
gotten around to that, by any chance?


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 Post subject: Re: Release v1.0
PostPosted: 16.08.2017, 18:58 
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Joined: 17.11.2009, 17:00
Posts: 165
Location: Russia, Moscow
Oliver wrote:
Irdis, you mentioned support for directional lights in another post. Have you
gotten around to that, by any chance?


Hello. Sorry, still didn't have time to work on it, but it is the next point in my plan, so, probably, expect by october.


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