Ever hear of the Intrinsic game engine? Neither have we, until The Khronos Group mentioned it this morning as a new game engine focused on Vulkan support that was open-sourced last week.
Intrinsic is an open-source cross-platform graphics and game engine that's designed around Vulkan. Intrinsic is still in the early stages of development but the visuals from it so far appear quite good. The game engine is actually GPLv3 licensed but the developer is also making it available for proprietary purposes through private means.
Today, October 24, 2016, Emil Velikov, a software release engineer working for Collabora, announced the availability of the second Release Candidate (RC) milestone of the upcoming Mesa 3D 13.0.0 Graphics Library.
The development cycle of the major Mesa 3D Graphics Library 13.0.0 branch, due for release later this month, on the 28th of October, started last week, on October 19, with the Release Candidate 1 milestone. And today, we're able to test drive the second RC build, which introduces even more bug fixes and improvements.
One of my "hobbies" when news is light and there isn't any fun/new/exciting hardware keeping me busy on a given weekend is checking out the various Vulkan projects on GitHub. It's been great seeing all of the independent graphics renderers/engines being tried by different individuals, tons of different Vulkan samples, and a lot of other innovative projects around Vulkan, many of which I've written about in the past few months on Phoronix. One of the projects I see being regularly updated when checking on weekends and haven't written about yet is LLGL, the Low-Level Graphics Library.
Back in September Feral Interactive announced Deus Ex: Mankind Divided for Linux and macOS. This game under Windows is one of the few titles using Direct3D 12 and Feral announced their macOS port would be making use of Apple's low-level Metal graphics API. Unfortunately, it's still not clear yet whether the Linux port will feature Vulkan support -- the open, cross-platform equivalent to Metal and D3D12 -- or just have an OpenGL renderer.
Today’s cloud native ecosystem is growing at an incredibly rapid pace – as new technologies are continuously introduced and current applications are ever-evolving.
Taking the lead in bringing together the industry’s top developers, end users, and vendors, the Cloud Native Computing Foundation (CNCF) hosts critical components of the cloud native software stacks including Kubernetes, Prometheus, and OpenTracing and serves as a neutral home for collaboration.
To help spread cloud native practices and technology across the world, CNCF is hosting CloudNativeCon to bring together leading contributors in cloud native applications and computing, containers, microservices, central orchestration processing, and more November 8-9 in Seattle.
I’ll be speaking about Spark on Kubernetes at Spark Summit EU this week. The main thesis of my talk is that the old way of running Spark in a dedicated cluster that is shared between applications makes sense when analytics is a separate workload. However, analytics is no longer a separate workload — instead, analytics is now an essential part of long-running data-driven applications. This realization motivated my team to switch from a shared Spark cluster to multiple logical clusters that are co-scheduled with the applications that depend on them.
3.12.0 is a feature release with many improvements and the usual collection of bug fixes. This release adds support for POWER ISA 3.0, improves instruction set support on ARM32, ARM64 and MIPS, and provides support for the latest common components (kernel, gcc, glibc). There are many smaller refinements and new features. The release notes below give more details.