Dev Blog

Flax Facts #6 – Persistent Data

Game saved. Another Friday Flax Facts! Today we have a bold topic. How many times were you in need of writing your own system for handling persistent data between restarts: game states, configurations, local runtime asset storage and everything that needs to be held for the user until next session? Flax has an answer for this,

Flax Facts #5 – DirectX 12

Next-Gen and DirectX 12 Did you hear about DirectX 12? It’s a next graphics API from Microsoft after DirectX 11 which is not a successor but kind of new low-level API. This gives a way more power and control over the GPU but does it? Writing own GPU driver First of all we’ve successfully implemented
Flax Facts

Flax Facts #4 – Shaders Parser

Shading Surfaces using Shaders Hello! It’s Friday again! As always we have some news for you and of course interesting post. This time I will talk a little about our shaders, especially parsing shaders. But first the news. In this week we added more support for Compute pipeline in DirectX 12 and exposed more Engine
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Flax Facts #3 – Let’s design Editor

From developers for developers. I would like to do a test 🙂 It is anonymous so brace with me. Pick your best, a beloved game engine that you are working on Today. Now imagine that in the middle of the project where your whole animation data is processed by default engine animator timeline tool, you had added

Flax Facts #2 – Moving Editor to C#

Open Source Editor Welcome to fresh Flax Facts post! Today I want to talk a little about our current task which is: Moving Editor to C#. Yeah, kind of dramatic change, especially because 3 years ago whole engine was running on C# 🙂 But we don’t move everything… Plug in baby The question is why
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Flax Facts #1 – Spring Refactor

Hello there! Welcome to the first pots of Flax Facts blog series! We have a lot of things to share from out development so every Friday we will try to write about something interesting (series inspired by the Factorio game blog). Refactor, refactor, refactor… Once in the past I wrote about Tech Demo production. It

News Corner #3: Mono vs CoreCRL

Hi! Welcome to the News Corner! Today is my first blog post, I hope you will like it, like all previous posts 🙂 Today I will talk about .NET integration in the current project and possible outcome of coreclr integration as main CLR in Flax. Walking on spikes in the darkness. Mono CLR Every project
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News Corner #2

Hello! Welcome to the News Corner! It’s time to show you what we were working on during last month. Here comes better GI quality, Spot Light shadows, IES Profiles support, SSAO and much more. But first things first. Screen Space Ambient Occlusion One of the most common screen space effects using in the current generation
news corner

News Corner #1

Hello folks! Welcome to first News Corner! It’s time to show you what we were working on during last month. Yes, I said we because dev team acquired new contributors but later about this. Flax Engine now has even more great features like Screen Space Reflections, Spot Lights, Layered Materials, Parallax Occlusion Mapping and more.

Huge Update! Celelej Name Change!

New Name: Flax Engine With the end of the year upon me, I am starting to get excited for Celelej’s official release for next year. With a new year comes a fresh start, so I’ve decided to update the Celelej name to be easier to catch and remember. So, on to the big news! Celelej