Releases: daniel86/regen
Releases · daniel86/regen
v0.1.0
What's Changed
- GPU-based boid simulation by @daniel86 in #5
- Improved high-level interface for per-object data using UBOs and TBOs by @daniel86 in #6
- Implemented mesh simplification algorithm based on edge collapses by @daniel86 in #7
- GPU-based LOD management and culling by @daniel86 in #8
- Improved dynamic LOD handling. by @daniel86 in #9
- Implemented a simple binding point manager by @daniel86 in #10
- Massive Parallel Boid Simulation on the GPU by @daniel86 in #11
- Handling of bones in mesh simplification algorithm. by @daniel86 in #12
- Implemented ground mesh with procedural texturing by @daniel86 in #13
- Got rid of deprecated QGLWidget by @daniel86 in #15
- Quad-Tree optimization by @daniel86 in #16
- Added support for Impostor Billboards for LOD by @daniel86 in #17
- Improved fog rendering by @daniel86 in #18
- Improved LOD handling by @daniel86 in #19
- Improved sprite rendering by @daniel86 in #20
- Improved fog rendering by @daniel86 in #21
- Enforce depth writing in depth-only fragment shader by @daniel86 in #22
- Improved fog rendering by @daniel86 in #23
- Improved Sky Rendering by @daniel86 in #24
- SIMD-friendly code and more Optimizations by @daniel86 in #25
- fix: start index was ignored for multi-target cameras by @daniel86 in #26
- SIMD-optimized 2D intersection tests with spheres by @daniel86 in #27
- Improved data synchronization using atomics by @daniel86 in #28
- Buffer block optimization by @daniel86 in #29
- Switch to Direct-State-Access by @daniel86 in #30
- Avoid buffer re-binding in radix sort loop by @daniel86 in #31
- Implemented a Flexible and Adaptive Staging System by @daniel86 in #32
- A few small Optimizations by @daniel86 in #33
- Improved handling of strings by @daniel86 in #34
- Optimizations for faster and more scallable terrain rendering by @daniel86 in #35
- Client buffer fix by @daniel86 in #36
- Client buffer improvements by @daniel86 in #37
- Optimized canyon scene by @daniel86 in #38
- Terrain System Improvements by @daniel86 in #39
- Improved Terrain Rendering System by @daniel86 in #41
- Use a depth-only pre-pass to avoid alpha testing in main pass by @daniel86 in #42
- Fixed some minor problems related to shader configuration + TBOs by @daniel86 in #43
- Improved GPU-based LOD path by @daniel86 in #44
- Improved lightning bolt class by @daniel86 in #45
- Fixed GPU radix sort in boid simulation by @daniel86 in #46
- Revised Mesh VBO interface by @daniel86 in #47
- Improved texture loading by @daniel86 in #48
- Added meadow scene with simulation of fire fly swarm by @daniel86 in #49
- Removed unused ambient attachment of G-Buffer by @daniel86 in #50
- Implemented agent control architecture by @daniel86 in #51
- Improved NPC demo scene by @daniel86 in #52
- Added underwater rendering case by @daniel86 in #53
- Implemented draw indirection for atmosphere rendering, avoiding the use of geometry-shader by @daniel86 in #54
- Optimized spatial index by @daniel86 in #55
- Optimized sorting on CPU path for LOD and culling by @daniel86 in #56
- Optimized spatial index traversal and CPU radix sort by @daniel86 in #57
- Implemented batch processing system for 3D intersection tests by @daniel86 in #58
- Overhaul of vector API by @daniel86 in #59
- Revised bone tree traversal by @daniel86 in #60
- Revised boid simulation CPU path by @daniel86 in #61
- Multithreading support in boid simulation CPU path by @daniel86 in #62
- Optimization by @daniel86 in #63
- Revised player controller demo by @daniel86 in #64
- Optimized dirty list insert by @daniel86 in #65
- Major Refactoring by @daniel86 in #66
- A few smaller fixes by @daniel86 in #67
- Revised NPC controller by @daniel86 in #68
- Improved bone controller by @daniel86 in #69
- Improved impostor mesh by @daniel86 in #70
- Revised volumetric fog rendering by @daniel86 in #71
- Improved use of atomics by @daniel86 in #72
- Improved reflections in demo scene by @daniel86 in #73
- Fixed a few bugs by @daniel86 in #74
- Integrated VBOs with staging system by @daniel86 in #75
- Refactoring: moved shader sources next to corresponding C++ sources by @daniel86 in #76
- Use BufferContainer interface for camera data by @daniel86 in #77
- Fixed a bug with camera buffer handling by @daniel86 in #78
- Introduced example case for ML data generation by @daniel86 in #79
- Restructured CI workflow by @daniel86 in #80
- Uniform ring size in staging system by @daniel86 in #81
Full Changelog: v0.0.1...v0.1.0