2026-06-17 #369
markaren
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2026-06-17
#369
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Changelog
A large feature release: procedural content generators (terrain, trees, grass,
roads), big Vulkan path-tracer and WebGPU advances, cross-backend shadow
improvements, several new demos (forest, drive, mountains, RL swarm, LIDAR-SLAM),
and a reinforcement-learning (RLtools) integration.
Added — library
extras/vegetation/TreeGenerator+TreeTextures(parametric trees with bark/leaf textures, color variation and clumping) and
GrassField(reusable instanced GPU vertex-shader wind grass for GL/WebGPU).GrassMesh— a Vulkan-oriented grass object: a single merged geometryGPU-deformed by a wind compute pass with in-place BLAS refit (one TLAS
instance for an entire field).
extras/terrain/TerrainGenerator: noise + hydraulic(droplet) and thermal erosion, slope/altitude/snow splat → albedo, with
import/export.
extras/road/RoadGenerator— centerline/corridor road generation.extras/pointcloud/{Icp, VoxelGrid, MarchingCubes}(used by the LIDAR-SLAM demo).extras/physx/PhysxVehicleEngineDrive— PhysX engine-drive vehicle withtire-slip / suspension telemetry.
utils/Parallel— cross-platform parallel-for with a serial fallback.Added — examples & demos
and flowers, rocks; runs on GL, WebGPU and the Vulkan path tracer.
procedural audio, day/night). (Add procedural drive demo #365)
(pendulum/acrobot); opt-in
THREEPP_WITH_RLTOOLS,THREEPP_RLTOOLS_FAST.examples/vulkan/capture_util.hpp(
--cam/--lookreframing,--profileper-pass timings, image-diff/PSNR) anda gitignored
scratch/convention for throwaway debug tools.Vulkan (path tracer)
into the frame command buffer, removing the per-frame
vkQueueWaitIdle(CPU scene-prep ~20–40 ms → <1 ms, flat across resolution); light-change fast
path; ReSTIR DI/GI spatial-reuse skipped on converged static pixels.
lights for ≤8-light scenes (was 1 stochastic pick → spotlight/point shimmer);
improved rect-area lights.
misses, Fresnel glint); secondary rays honor
alphaMode(blend composite,cutout alpha-test, glass interior stops at embedded content); transmission +
alphaModeBLEND honored (smoked glass no longer opaque-black); depth-gatedreflection reproject (fixes edge smear when turning).
Sprites andParticleSystembillboards. (Vulkan: render world-space Sprites and ParticleSystem billboards #368)
(surge/sway/yaw, rudder/telegraph, autopilot, heel/squat/grounding); GPU grass;
dead per-vertex foam buffer removed.
(entry-indexed buffers sized to entry count); fixed large-scene flicker and
runtime-object flakiness; version-aware texture cache; debug-view fixes;
split-screen (scissor-clipped PT pane + overlay compose).
WebGPU
instanceMatrix(binding-28 storage buffer), soInstancedMesh+ aShaderMaterialrenders (e.g. the forest's GPU-wind grass).vec2custom-uniform packing (std140 padding + CPU packer) — anyShaderMaterialwith avec2uniform previously uploaded it as zero.Shadows (GL + WebGPU)
InstancedMeshshadow casters (a GPU-instanced depthpipeline) — instanced trees/rocks previously cast no shadow.
shadow->mapSize(clamped), instead of a fixed 1024.
default — modern desktop affords it).
OpenGL
Reflectorrendering reflections too dark (missing output OETF inthe shared shader; no-op on WebGPU's sRGB swapchain).
PhysX
brake/reverse lights, RPM + slip HUD; better tire handling and substep tuning.
Fixed
Infrastructure / docs
This discussion was created from the release 2026-06-17.
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