A new update is available for beta testers.
The terrain building API is now available and you can begin working with it, This allows you to construct and modify terrains in pure code. Terrain supports up to 256 materials, each with its own albedo, normal, and displacement maps. Collision and raycasting are currently not supported.
Fast C++ Builds
Precompiled headers have been integrated into the example project. The Debug build will compile in about 20 seconds the first run, and compile in just 2-3 seconds thereafter. An example class is included which shows how to add files to your game project for optimum compile times. Even if you edit one of your header files, your game will still compile in just a few seconds in debug mode! Integrating precompiled headers into the engine actually brought the size of the static libraries down significantly, so the download is only about 350 MB now.
Integer arguments have been replaced with enum values for window styles, entity bounds, and load flags. This is nice because the C++ compiler has some error checking so you don't do something like this:
Operators have been added to allow combining enum values as bitwise flags.
A new LOAD_DUMP_INFO LoadFlags value has been added which will print out information about loaded files (I need this to debug the GLTF loader!).
Early Spring Cleaning
Almost all the pre-processor macros have been removed from the Visual Studio project, with just a couple ones left. Overall the headers and project structure have been massively cleaned up.