February Blog: Show me the Updates!

Continuum

The Alpha branch of the Continuum Shader has been relatively inactive as of late, but we have big things happening in the background. A lot of work has been put into the brand new "Rebase" branch, a new branch meant to restructure the base of the code which will hopefully allow for easier editing, as well as much better handling of data. Once we have all of that out of the way, we will begin to migrate and optimize functions from the Alpha branch with our ultimate goal being, do everything that the Alpha branch does now, but at a much better frame rate. Because of this new milestone, we will soon be pushing Beta 3 out to all Tier 2 supporters so that everyone remains as up to date as possible while we continue working on the rebase in the background. As Continuum gets closer and closer to the Release Candidate testing stage, We will continue to work hard and implement several new PBR techniques and features, as well as optimize to surpass the performance of Continuum 1.3  

 Continuum 2.0 Alpha   

Continuum 2.0 Alpha

 

 Continuum 2.0 Rebase:  Not much to see, we have some basic shading done, POM implemented, and our sky function implemented   

Continuum 2.0 Rebase:

Not much to see, we have some basic shading done, POM implemented, and our sky function implemented

 

Hey, where'd the section on Pulchra and Nova go?

This section is going to replace the Pulchra and Nova section as Nova is going to be dedicated to its own blog, and Pulchra is currently undergoing developments not directly related to the resource pack. The Nova blog is a quick recap of all that has happened over the past year of development, as well as a rough roadmap as to where David wants to go next with Nova. This includes the inclusion of Bedrock shading support, Forge mod injection, light-map rework, and many more plans for the future as the renderer begins to take shape. For more details on what's happening, please visit this link to view the latest Nova blog. As for Pulchra, our texture artist is creating a new module to add specular support and conform to the PBR standards of SEUS: Renewed, but this is currently a task that is being put on the backburner as he is working with developers to integrate Pulchra download's into our dedicated GitLab server. This will enable us to take another step in making your purchasing experience easier, eliminating the need to manually send invites to buyers and eliminating the extra steps of switching between file hosting services to download both products. Until this has finished, there have been about 1 or 2 textures added, which should give a general idea as to what's next for the next major Pulchra update.

 Rain texture, pretty self explanatory change.

Rain texture, pretty self explanatory change.

 Just a test to see how light disperses across a material, may be used for ores.

Just a test to see how light disperses across a material, may be used for ores.

 

Conclusion

Some of you may have noticed that recently, Continuum has been very quiet even a month after the holiday season. We've slowly been migrating back into working on our mainstream projects with our primary focus as of now being quality of life tweaks to make everything faster such as our new GitLab automation system specified above. We hope to have these fixes out soon, so we can begin to dedicate all of our time to prepare for consumer release.

Until then, that's all we have for next month, thanks for stopping by and we hope to have much more to share with you all in the near future.

-James