(based on Unreal’s Niagra, almost entirely based on what’s shown in the feature highlight livestream)
efficient, with nearly zero object allocation simulation and ray-world collision, in order to facilitate tens of thousands of particles with full world collision.
reflection based animation of any field
including recursive creation of new objects when changing immutable fields (e.g. create a new `Vec3d` when changing its `x`)
(many parts of the recent refactor were inspired by parts of UIKit I found useful)
(the original version was created relatively early in my journey making GUIs, so its hierarchical structure was based on, of all things, HTML)
recursive layer-based GUI library
stencil masks
render-to-texture (both flat and direct)
layers can have filter shaders applied
alpha and luma masking, normal and inverted, plus different defaults for pixels without a mask layer
flatten layers to modulate opacity of an entire collection of them
implicit animation
simple conversions between coordinate spaces of different components
HUD that tracks every built-in HUD element and allows layers to be attached to them (e.g. just able to say “put this icon to the left of the health bar when it’s below 50%” without having to worry about where the health bar is)
Pastry
LibrarianLib 1.14
models:
blender exporter to custom obj extension format, allowing skeletal rigging and animation export, plus systems to render these models in the game.