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Releases: Pikachuxxxx/Razix

Razix Engine V.0.50.0.Dev

26 Nov 10:21

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What's Changed

Full Release Notes: https://github.com/Pikachuxxxx/Razix/blob/master/Docs/ReleaseNotes.md
Full Change Log: https://github.com/Pikachuxxxx/Razix/blob/master/Docs/CHANGELOG.md


Updated roadmap for Razix - Tanu edition

Release V.0.49.0.Dev

23 Jun 04:23

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Version - 0.49.0 [Development] - 23/06/2025

https://github.com/Pikachuxxxx/Razix/blob/master/Docs/ReleaseNotes.md

Razix_Engine_V 0 49 0

Major Changes

  • Added Transient Resource Allocator skeleton with aliasing support
  • Refactored FrameGraph:
    • Added lifetime tracking to FGResources
    • Determined aliasing groups per resource entry
    • Implemented per-frame transient resource reuse
  • Added UUID fix: consistent pretty string ↔ byte conversion (Fixes #340)
  • Renamed "Diana" to "House" for scene-to-GPU data synthesis architecture
  • Unified Gfx structs and added handles across graphics API
  • Switched Vulkan backend to use HLSL
  • Removed QT-based editor; switching to Blender-based asset workflow
  • Moved STL, memory, and Core into monolithic libraries

Frame Graph Visualizer Tool (FGVisTool)

  • Lifetime visualization with pass-based lifetime cells
  • Improved styling and layout consistency
  • Removed hardcoded constants
  • Debug utilities for dangling/dangling-writeonly entries
  • Proper aliasing group detection and visualization

DX12 Backend Preparation & Restore

These changes provide a stable Vulkan baseline for DX12 backend porting:

  • Restored Debug Draw and ImGui passes for Vulkan
  • Restored basic PBR IBL deferred rendering pipeline:
    • Materials with SoA layout
    • GBuffer
    • PBR + IBL using CookTorrance
    • Tonemapping pass
  • Restored HelloTriangle, HelloTexture, and Wave Intrinsics tests
  • Enabled GLM compatibility mode to use float4x4 etc. with HLSL style (#401)

Barriers and Resource Synchronization

  • Automatic barrier system implemented for Frame Graph resources (#400)
  • Fixed bugs with memory/layout barriers on resized attachments (#405)
  • Removed redundant buffer memory barriers (#407)

Testing Framework & Gfx Tests

  • Added GfxTestRunner with automatic test registration
  • Engine GFX tests:
    • Screenshot comparison (RMS error)
    • PPM golden image output
    • Hello World graphics tests (x3)
  • Existing unit tests pass without failure

Serialization & Logging

  • Fixed UUID pretty string (de)serialization bug (#340)
  • Added logging-to-file system (#404)

Miscellaneous Fixes & Improvements

  • Added basic DualSense controller support
  • Minor engine cleanups
    • Window resize bugs
    • Script/test infra for Mac and CI
  • Fixed crash when project resolution > monitor resolution (#410)
  • Removed unwanted/redundant engine code

Full Changelog: https://github.com/Pikachuxxxx/Razix/blob/master/Docs/CHANGELOG.md

V.0.4.0.Dev - Editor preview

07 Apr 19:41

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Pre-release

Version - 0.40.0 [Development] - 08/04/2023

This is just a preview release of the editor, you cannot build a game with it. Just explore the engine features using the editor

  • QT based editor
  • ECS using entt
  • Full PBR lighting
  • Cascaded shadow mapping
  • Frostbite inspired framegraph architecture using a single unified WorldRenderer
  • Improved editor interactions => Added material editor
  • Redesigned rendering architecture
  • used new vulkan dynamic rendering extension

RoadMap

V 1.0.0 - RC