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wolfgangfengel authored Jun 19, 2024
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Expand Up @@ -30,8 +30,8 @@ Particularly, the graphics layer of The Forge supports cross-platform
- Shader reflection
- Multi-threaded command buffer generation

The Forge can be used to provide the rendering layer for custom next-gen game engines. It is also meant to provide building blocks to write your own game engine. It is like a "lego" set that allows you to use pieces to build a game engine quickly. The "lego" High-Level Features supported on all platforms are at the moment:
- Resource Loader as shown in 10_PixelProjectedReflections, capable to load textures, buffers and geometry data asynchronously
The Forge is used to provide the rendering layer for custom next-gen game engines. It is also used to provide building blocks to write your own game engine. It is like a "lego" set that allows you to use pieces to build a game engine quickly. The "lego" High-Level Features supported on all platforms are at the moment:
- Resource Loader capable to load textures, buffers and geometry data asynchronously
- [Lua Scripting System](https://www.lua.org/) - currently used for automatic testing and in 06_Playground to load models and textures and animate the camera and in several other unit tests to cycle through the options they offer during automatic testing.
- Animation System based on [Ozz Animation System](https://github.com/guillaumeblanc/ozz-animation)
- Consistent Math Library based on an extended version of [Vectormath](https://github.com/glampert/vectormath) with NEON intrinsics for mobile platforms. It also supports now Double precision.
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## Release 1.57 - May 8th, 2024 Visibility Buffer 2.0 Prototype | Visibility Buffer 1.0 One Draw call

### Visibility Buffer Research - I3D talk
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