V4.0.0-Alpha
RedGPU V4.0.0 Alpha Release Notes
RedGPU V4.0.0 Alpha is a major update featuring native integration of a physics engine, modernization of the IBL system, and a core architectural overhaul for precise layout control. This version focuses on maximizing engine extensibility and ensuring precise control in production environments.
✨ Highlights
- Rapier WASM Physics Engine Integration: Optimized both performance and build size using a plugin approach decoupled from the core.
- Hybrid Picking System: Supports next-generation raycasting that combines GPU performance with CPU precision (triangle-level).
- Smart Size Control: Fully supports
worldSizefor 3D space andpixelSizemodes for UI placement. - IBL (Image-Based Lighting) Modernization: Rendering quality has been significantly improved with the introduction of BRDF LUT and an overhauled Prefilter logic.
💎 Simulation & Interaction
Next-Gen Physics Engine Integration
We have introduced a high-level abstraction model to provide powerful physical simulation performance while maintaining the engine's inherent lightweight nature.
- Flexible Plugin Architecture & Core Separation
- The physics engine core (Rapier WASM) has been separated from the core bundle, preventing build size increases for projects that do not use physics features.
- Harmony of Abstract Interfaces and Native Access
- Consistent implementation is possible through standard interfaces (
IPhysicsBody,IPhysicsEngine), and when necessary, you can directly access the original object (nativeBody) to utilize advanced features unique to the physics engine.
- Consistent implementation is possible through standard interfaces (
- Rich Physics Features & Practical Controllers
- Supports various colliders and joint systems including Box, Sphere, Capsule, Mesh, and Heightfield, and provides dedicated character controllers and buoyancy/explosion simulation systems.
- Key Samples
- A physics group has been added to the examples page, including over 20 examples covering basics, interactions, joints, and advanced simulations.
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Read the Manual
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Note: The current physics engine system is provided in an experimental (Alpha) stage, and API refinement will proceed based on future feedback.
RedGPU.Physics.-.Rapier.mp4
Hybrid Picking & Precise Raycasting
By combining GPU performance with CPU precision, we have built a system capable of triangle-level precise collision detection even in large-scale scenes.
- Introduction of Professional Raycasters (Raycaster 2D/3D)
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Supports high-level interactions through
Raycaster3Dfor ray casting in 3D world space andRaycaster2Doptimized for 2D environments and NDC coordinate backtracking.
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Raycasting.Precision.Picking._.RedGPU.-.Chrome.2026-02-09.18-17-04.mp4
- Triangle-level Precision Collision Detection
- By adopting the Möller-Trumbore algorithm to calculate the intersection points of the ray with the actual triangle planes of the geometry, we guarantee perfect precision beyond the pixel level.
- Mathematical Foundation & Data Output
- Instantly provides world/local coordinates, UVs, and face indices during interaction, and exposes the
RedGPU.Math.Rayclass to allow for direct execution of complex geometric operations.
- Instantly provides world/local coordinates, UVs, and face indices during interaction, and exposes the
✨ Rendering & Visuals
Texture UV Transform
Added features to implement sophisticated texture animations simply by controlling material properties.
UV.Transform._.RedGPU.-.Chrome.2026-02-09.13-53-58.mp4
- Real-time Control of UV Offset and Scale
- Implement effects like flowing water or moving conveyor belts with optimal performance at the vertex shader stage through
textureOffsetandtextureScaleproperties.
- Implement effects like flowing water or moving conveyor belts with optimal performance at the vertex shader stage through
- Supported Materials
- This feature is currently supported by default in
BitmapMaterialandPhongMaterial.
- This feature is currently supported by default in
- Key Samples
IBL (Image-Based Lighting) System Overhaul
Rendering quality and performance have been secured simultaneously by modularizing lighting calculation logic and adopting industry-standard models.
Note: There are no changes to the host code (existing usage methods) due to internal IBL improvements.
- Introduction of BRDF LUT (Look-Up Table)
- Significantly reduced real-time shader load by pre-calculating and storing complex BRDF data in a dedicated texture.
- Generalization of Prefilter Logic
- By isolating filtering logic into
PrefilterGenerator, high-quality physical reflection data can be generated from general cubemap sources as well as HDR images.
- By isolating filtering logic into
- Resource Management Optimization
- The IBL process has been structured into Irradiance, Prefilter, and BRDF components, allowing for precise control.
🛠 Workflow & Layout
Smart Sizing System
Reflected modern interfaces for a sophisticated 2D-in-3D workflow that meets industry standards.
- Support for World Size and Pixel Size Modes
- Introduced
worldSizebased on 3D space units andpixelSizebased on fixed resolution to maximize the convenience of UI and icon placement.
- Introduced
- Automatic Ratio Correction
- Applied to
Sprite3D,SpriteSheet3D, andTextField3D, it automatically corrects the rendering ratio by analyzing the actual image resolution upon completion of texture loading.
- Applied to
- Key Samples
Multi-View & Flexible Layout System (Multi-View Layout)
Advanced the event architecture for multi-view management within a single canvas and precise resolution handling.
- Introduction of RedResizeEvent
- Delivers an object-based
RedResizeEventinstead of simply passing width and height whenonResizeoccurs. - Simultaneously provides
screenRectObjectbased on CSS pixels andpixelRectObjectbased on actual GPU rendering pixels.
- Delivers an object-based
⚠️ Migration Guide
Math Library Namespace Integration
Organized the mathematical domain that forms the foundation of the engine.
- Changes: All math-related utilities have been integrated into the
src/math/directory and promoted to theRedGPU.Mathnamespace. - Action Required: Code that previously directly referenced the
utils/mathpath needs to be updated to use the new integrated path (src/math/) or theRedGPU.Mathnamespace.