This Fortnight in Amethyst 11

News from Sep 16, 2017Oct 18, 2017

Hello and welcome to the 11th issue of This Fortnight in Amethyst, a blog bringing you the latest changes and updates regarding the Amethyst game engine every fortnight. If you have any suggestions or ideas, feel free to voice them on GitHub or the Gitter chat.

25 pull requests, in the engine landed this fortnight.

Announcements

Amethyst is considering participating in Google’s Summer of Code, but we need more mentors! If you’d like to volunteer please let us know on #412

Also, as you can see the blog has moved to a bi-weekly format.

What’s cooking on develop?

Notable additions

  • Assets have been reworked on develop! We’ve made the system less abstract and more flexible. Thanks @torkleyy for your tireless efforts on this front! #416

  • Major project restructure. We’re currently working on a large scale overhaul to the project structure, new crates will be appearing and functionality will be moved from the core crate to these new crates. After this is complete we’re hoping your import lists will look much cleaner and structures and functions will be easier to find. Thanks @Rhuagh for your many pull requests to help accomplish this! (Too many pull requests to list for this bullet)

  • Renderer resizing has landed! Your render targets will now resize with the window. This was authored by yours truly, @Xaeroxe in #402

  • But will it blend? Amethyst now has support for BlendTargets in passes, enabling you to provide and use blending algorithms for your rendering, this makes things like transparent and translucent passes possible. Authored by @Xaeroxe in #411

  • Your game will now by default automatically close when a Window::Closed event is received, you no longer need to explicitly quit in every state when this event arrives. Authored by @Xaeroxe in #420

  • WindowMessages have arrived on develop! A new resource added to the specs world permits you to provide closures to operate on the winit::Window allowing you to programmatically hide the cursor, and resize the window among other things. Authored by @Xaeroxe in #387

Breaking changes

The entire project has been restructured, and assets have been rewritten. You’ll likely need to update your import lists when upgrading, and restructure how you’re handling assets. We apologize for this maintenance burden, but we feel it’s worthwhile as the new asset system will permit much more robust asset loading in the future, such as our upcoming GLTF loader.

In addition to this a large volume of generic parameters have been removed across the project and replaced with suitable types internally.

Calls for participation

While we don’t have any specific calls for participation this post please never hesitate to send us a PR if you’ve got something you want to contribute! We’re always happy to have more contributors!

New contributors

New issues

  • #429: Passes have too much boilerplate
  • #428: Rendering optimization notes
  • #414: Add controller support
  • #412: Google Summer of Code?
  • #396: Make crates more self-contained and introduce amethyst_core