Just wow looking at all the messages:)
@Grenzer:
For the images posted deferred rendering is used, but the system is not tied to any render technique. There is forward path too(aimed for low end, missing the fancy stuff of deferred one), and proof-of-concept path tracing.
@Mumrik:
I agree the UI is a concern, but building a separate one would take months if not years, plus lose the appeal of all in one content creation tool - killing the main point of doing something novel. I already got used to Blender way too much so I am unable to think clear here, but why not try bringing the suggestions to Blender itself? Note that this thing could be hopefully used not only for games, but for all kinds of other stuff thanks to Blender capabilities. If you check out the recent MacLaren demo created in UE4(interactive car visualization), creating that thing in Blender with realtime renderer would be way more effective.
@Lostscience:
Noted!
@Frederick D:
There is some basic VR support in Kha so should be doable - will keep that under radar and check it out:)
@Mistran:
Big thanks for the logo designs, checking them out!
Started the rename to Armory to solve the name trouble, will also try to make it easier to follow the news. There have been loads of new stuff, a proper post will come but in the meantime I tried to at least record the videos.
A new one!
-
Material node parsing has been improved. Slowly adding more nodes - color ramp now works too.
-
Pipeline nodes can call functions now, making it possible to adjust frame composition with logic. For example processing some shader data, or making the screen flash red when player health is low, or lowering the render target resolutions when FPS is low.
-
UV project modifier now works, used for decals!
There is some big Kha news coming during the weekend, waiting for that to see how fast the engine could leverage that and then start wrapping up. 
Attachments