In @KeenSWH, my team started development of new engine #VRAGE 3. It is new iteration of the @SpaceEngineersG engine, with similar goals (sandbox, open world, solar system distances etc.), but very different technology.
We came to the conclusion of writing new engine after hitting lots of bottlenecks with VRAGE2. First, we investigated other engines, big (#UnrealEngine5, #Unity) and small (#Unigine, Stride, @FlaxEngine). But neither of them could support unique use cases without major rewrites.
We started more than a year ago and now I decided to regularly share some of our progress.
So, what changes? The biggest differences are:
- Data Oriented architecture, similar to Unity's Entity Component System, but with better interoperability with the Object Oriented world.
- GPU driven pipeline - GPU feeding itself with draw calls, freeing CPU significantly (in SE, >3 cores are dedicated to render)
- Adoption of new graphics APIs (@DirectX12), modern physics (Havok2022) and audio (@fmodstudio)
- Thread safe parallelization - tasks scheduled based on data dependencies
- Dynamic Global Illumination using raytracing
- Multiplatform from the start - with every decision, we are taking other platforms in consideration, so the porting is not an afterthought
- Deeper modding possibilities (i.e. better in combining Mods, modding of materials, clear API etc.)
- Single development tool to author all assets (available to Modders)
Most of the systems are implemented from scratch, with very little code being reused from @SpaceEngineersG / #VRAGE 2. And it is shaping up pretty nicely.
Let me know what would interest you to share!
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