Hey, been some time!
There’s quite a lot of stuff happening right now in my commercial life, so – while still on the wave – I’ve decided to open-source my rendering engine implementation to the community.
If you’re interested in having a look at what I’m currently working on, or simply need a reference base of some sort, feel free to have a look at https://github.com/kbiElude/Emerald. 🙂
My previous engine has not been made available (mostly because it would take a huge amount of time to clean it up, and – as you might’ve guessed already – free time is a pretty precious scarce resource for me at the moment). Same goes for CamMuxer and the three demos Elude released. I don’t think these will ever see the light of the day, but hey – you never know!
The engine is written specifically with what we’ve learned as a team, having worked on the three demos. It’s definitely not aimed at game developers, and does not have a fancy UI (did I mention that I despise writing those already?). Emerald is basically a toolset that you can use to write tools, PoC applications or – you name it! – demos, and that’s the direction in which I think the development will take in the upcoming years.
You can create ES 3.1 & GL 4.2 contexts with Emerald with just a few lines of code, and it allows you to jump into writing prototypes in a matter of seconds. It’s got a support for reading a number of image formats, has a built-in OpenCL inter-op support, can read COLLADA files and store them in an engine-friendly format. There’s also a few other pieces of functionality that have been implemented along the way while I was porting previous engine to the latest concept the Emerald is being written around. So yeah, that’s basically it.
The engine has not been tested on non-NVIDIA platforms. I do believe that there will come a day when I’ll have to spend a few days, fixing shaders-n-stuff, but for now there are more interesting things on the horizon I’d like to take care of, first. Consider yourselves warned 🙂