Introduction

As the year winds to a close, we wanted to reflect on 2017 to outline the exciting projects we worked on and to thank all of you out there for your support.

In the nearly nine years of Confetti’s existence, this was by far the most exciting, most successful, and most colorful year.

This year we added even more office space and we need to move to a bigger office building probably soon due to lack of space in our current building. Apart from the offices in Spain and Netherlands, we also opened up an office now in India.

Before we dive into the list of projects of 2017, we would like to thank everyone who recommended us to new clients. Your recommendation is our biggest reward!

Amazon | Amazon Lumberyard Engine

At the beginning of the year, we extended the Amazon Lumberyard Engine with the Microsoft HLSL compiler. We also provided better Android support for this engine.

Starbreeze | StarVR SDK

We started on the StarVR SDK in July 2016 and kept developing its software stack throughout 2017, working on every software aspect of the system. With all the momentum behind that system, 2018 looks thrilling.

Amazon | Amazon Sumerian

Rendering in a web browser becomes more and more feasible with the improving support of WebGL in browsers. Our WebGL 2 based project of the year was to upgrade the rendering system of Amazon Sumerian.

Unannounced Projects

Many of our unannounced projects can’t make it into a retrospective like this. You guys know who you are!

Thanks for working with us. Oh, and yes, we are working on that new website.

Stay tuned for even more exciting stuff!

Apple | Metal 2

Apart from being on the Vulkan Advisory Board and helping to move the API forward, we also worked with Apple on test cases for the new Metal 2 shader language, with our new rendering framework called “The Forge Framework”.

The Forge Framework

One of our internal projects is our new rendering framework “The Forge Framework”. It was built for next-gen APIs with support for DirectX 12 & Vulkan on PC, XBOX One, macOS, and iOS with Metal 2. There will be a PS4 runtime soon.

This framework was designed for multi-threaded command buffer generation, multi-threaded resource loading, a cross-platform shader reflection system, and many more cool features. We are hoping to open-source it soon …

Explore The Forge Framework