Ahoi fellow gophers,

        Lately, I have been quite busy again with game engine
  development on Eternal. I've implemented prelimenary support
  for loading and saving scenes in the editor. I do still have a
  little bug to work out with textures not loading correctly at
  times it seems. I also made a bunch of progress on optimizing
  and improving lighting. I've implemented a copy-on-change UBO
  mechanism that only sends data to the GPU if a field actually
  changed, and started moving all lighting data into these UBOs.

  In the past, lighting in Eternal used regular uniforms. The
  problem with those is that they need to be updated every frame,
  and can't be shared between shader programs. An UBO you only
  need to update once, and the data can be read from any of your
  shader programs without having to rewrite the data, so that's
  definitively much more suitable.

  I fixed some bug with point lights not having proper light
  direction info, which caused the ambient/specular to basically
  do nothing.

  You can also now have multiple directional lights in a scene
  now and each will cast it's own shadows. (Previous version only
  supported one directional light per scene).

  I merged all that stuff into the main branch today and updated
  the documentation over at https://linkerror.com/eternal/

  Moreover, I also created an 'official' IRC channel for the 3d
  engine. Come and join me at #eternal on libera.chat --

  There's still culling bugs. Shadows or objects may vanish if
  they get culled wrongly. This is because of AABB issues I have
  to debug yet. All of this has been very very tedious work, but
  hey, baby steps, I guess ;)

  Another random thought; I need a logo for the engine. Ideally
  an ascii art logo. If anyone can come up with one, I'm open to
  submissions, ha!

                                                  -jns