Metallic and roughness factor
I have released version 0.29-1 of sfsim.

The Open Asset Import Library (assimp) which is shipped with the LWJGL3 library has been updated some time ago. I am now able to access the metallic value and the roughness value from the glTF exported by Blender. The metallic and roughness value are now used in the model shader programs so that the spacecraft has a more metallic surface.

In the meantime I am still working on implementing deferred shading to facilitate rendering of a runway and localized light sources.
Let me know any feedback and comments in the sfsim playtest discussion forum.
Don’t forget to wishlist sfsim!