I think he meant something like Shade-C EVO there. And yes, we don't have Shade-C EVO, but it's not like we don't have an easy to use shader framework. If you don't want to, you don't have to write a single line of GLSL or select any shader at all, Rayne is quite capable of generating its shaders at runtime. Truth be told, we only have one shader which is shared by every object in the scene, the rest is done "automagically" (and again, if you don't like it, rip it out and do whatever you want!). The concept is pretty similar to what AAA engines like CryEngine do: Providing one ubershader template and letting the engine create the rest at runtime because, let's be honest here for a second, there is work that humans should do and then there is work that computers should do.

Enough off topicness though, if there are any questions about Rayne, put them in the Rayne thread! I was merely posting here to just nudge you guys a bit, not to completely derail the topic.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com