Ben Visness
3 weeks, 4 days ago
Hey everyone! The library promised in our latest news post is now live.

There are over 50 resources to kick things off, with more on the way thanks to dedicated community members and everyone sharing links on the Discord. There are many categories to look into, and all resources are categorized by different types of media (books, videos, articles, etc.) so you can easily find the kind of resources you're looking for. You can also leave stars on resources so that everyone can see which resources are especially valuable to the community.

Every resource also has its own forum ... Read More →


2 weeks, 2 days ago
Over the last few weeks I've been working on a variety of different aspects of Nirion. Probably the one that I spent the most time on recently was music and sound. So far I had been neglecting sound and music to an extent, having only gotten basic sine waves playing way back when I first started the project. It's a relief to have made some progress in this area, and I think I have a lot more confidence going forward. I've also updated the art, added a 3D effect for upgrades, and finished off a first pass of the first ... Read More →
2 weeks ago
2 weeks ago


Angelo Theodorou
4 days ago

You can read the the #14 development update, with the progress from the second half of December 2019 to the first half of March 2020, at the following address:

Some of the highlights:
  • Support for the ANGLE libraries

  • Qt5 desktop backend

  • A new cross-platform file system API

  • Some Emscripten fixes to compile on latest versions
  • Read More →


    1 week, 6 days ago
    I started doing some work to add a GPU ray tracing system to my engine. I want to experiment and see what sort of effects can be enabled on current gen GPUS, even without special hardware support. And of course, before we can shoot some rays, we need an acceleration structure (AS) for all the geometries in the scene. There are some popular ones, such as BVH (which also happens to by my choice of AS in this case). However, it remains an issue as to how to efficiently maintain AS for a highly dynamic scene like Monter’s, with animatable ... Read More →