Year in Review - 2024🔗

What went wrong and what went right for Renderling in 2024. Written 9 Jan, 2025

o/ Hi y'all!

Welcome to the Renderling wrap article for 2024. I'm hoping to make writing this article a tradition.

This project started with its first commit in Sep 26, 2022 - so I've been working on this for roughly two years as a side project, after my day job and between raising two kids.

Without looking at the log of work, which is simply my list of closed PRs on GitHub, I can already tell you that I feel like I've accomplished a lot for Renderling this year!

Sponsorships 💰🔗

Social 🤝🔗

Renderling GitHub stars, 2024

Next year my social goals will be to get more and better documentation out there, with more examples.

I'd also like to pull in some PRs from other folks, and possibly find a guest maintainer. If 2025's nlnet grant goes through I'd like to contract some of the project's milestones out, as there's more work than I can manage myself, and having another person in the codebase would be good for organization, and clarity and focus in the API.

I'd also like to write some small games 😈.

Work 👷🔗

Ok - let's enumerate the features and stuff added in 2024!

There were a lot of refactors and bug fixes, so I'm only going to mention the big rocks here.

Website🔗

Last but not least I have to mention that this entire bespoke website was set up this year, and I wrote 4300 lines in the devlog! That's a lot of debugging. But I do tend to make lots of newlines...

Here's the renderling.xyz code if you care to take a look. It's very much made in a style that works for my workflow, and I'm often adding to it.

Looking into 2025🔗

On my docket for 2025 are more features, documentation and examples.

I'd also love to work with an artist to get some good renderings to show off.

I guess I could always use some off-the-shelf assets, though.

Here's my feature short-list:

What went right and what went wrong🔗

Just about everything I mentioned up to this point went right. I got a lot of features shipped in what I think is a pretty short amount of time.

But one glaring difficulty I had was with occlusion culling. This wasn't part of my nlnet grant but I dedicated a good chunk of time to it. I felt like I was always just a couple hours away from finishing, but the rabbit hole got deeper and deeper. I think sinking this much time bumped a few other milestones out of reach for me in 2024 - namely shadow mapping and light tiling. Next year I'll make it one of my milestones, if I win another grant. Then I can really focus on it without worry.

You can read about occlusion culling in the devlog here.

Another problem is that packing in all these features has fractured the API a bit. The project doesn't feel very "well planned" to me... ...because it isn't! I've been working on just getting things to work and haven't put any polish on it. The APIs need a bit of work around the edges to ensure the pieces line up well.

All in all, though, I'm very happy with this project :)

And that's a wrap!🔗

I'm going to keep this short and sweet, so that's it for 2024.

Thanks for reading and following along.

I wish you the best in 2025!

<3