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GPL-3.0 LICENSE

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> Weasel Engine NEXT is a fork of Blender and UPBGE (a continuation project of the Blender Game Engine) WE-NEXT aims to clean up and improve UPBGE (code), implementing new features, and various implementations that are a game developer needs in the modern day. With new tools & and the familiar approach of workflow of UPBGE (Do everything all in blender no asset porting)

Which gives an instant feedback to art and animation and removes the tedious work of porting assets,

> Software is still under heavy development... and is only for personal use currently.

# CREDITS:

- Range Engine. FORK

- UPBGE (FORK)

- Blender Foundation (Original code)

Providing a 3D modelling, animation, 2D animation and a game engine all in one software package that lets you create pretty much anything you imagine, with full control !

Platform support:

- Linux, Windows, MacOS (deprecated for now..)


# TOOLS:

- Auto ATLAS texture generation

- Advanced Atmosphere & cloud system

- Lightmapping with the cycles engine

- Shaders and PostFX with GLSL

- GPL conversion to MIT on game export for all platforms

- FMOD Support sound engine for advanced sound mastering and effects (⚠️Check licensing... Only good for non-commercial disturbutions)

- Extensively detailed feedback debugger and customizable in Runtime powered with Dear ImGUI bundle.

# Major features & Improvements:

- Deprecation of bullet physics engine IN replacement with Jolt physics Way better performance, and highly deterministic

- Compute shader skeletal animation (GPU Skinning for characters)

- Use Lua JIT and Zig to build your game logic! (in deprecation of Python⚠️you can use it but discontinued support of new features)

- Use GPU Particles with vast amount of control and settings, with presets for fire, water, dust & smoke

- Framerate independent Game scripts with Δt and Fixed tick rate

- Faster runtime Initialization & loading

- Game scripts and scene data can be hot reloaded once changes happen during viewport (runtime no longer freezes the editor)

- Improved Path finding algorithm & Nav mesh generation (Realtime navmesh generation soon... !TODO)


# OpalStone render engine:

Is a rewrite to EEVEE in vision of improving the large performance degradation and usual slow downs of EEVEE. Through using approximations for realtime raster that are efficient, performance, stability and even visuals by eliminating the extreme use of blurry Temporal reconstruction and accumulation of noise and also providing shader caching on disk on first game initializations.

# New effects and feature implementations:

- TAA 2.0 very low weights to almost remove ghosting and artifacts, SMAA & FXAA & MSAA

- Light Shadow PCSS & PCF

- Fast cheap SSGI

- Faster volumetric ray marching

- Moved from Deferred rendering to Forward+

- Texture streaming

- Parallax occlusion mapping

- Vertex animation texture Support

- Make custom shaders via GLSL in engine, Support for NPR and PBR



all-ages

Page out!

The game engine's devlogs will be posted here. Once I finish the rewrite of physics, game logic and bit of the renderer I'll publish the source code and stable binary release

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