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Cross-platform rendering and game engine
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Urho3D - cross-platform rendering and game engine ------------------------------------------------- http://urho3d.github.io/ Licensed under the MIT license, see License.txt for details. Credits ------- Urho3D development, contributions and bugfixes by: - Lasse Öörni (loorni@gmail.com, AgentC at GameDev.net) - Wei Tjong Yao - Aster Jian - Colin Barrett - Erik Beran - Danny Boisvert - Carlo Carollo - Pete Chown - Sebastian Delatorre (primitivewaste) - Josh Engebretson - Chris Friesen - Alex Fuller - Mika Heinonen - Graham King - Jason Kinzer - Gunnar Kriik - Ali Kämäräinen - Pete Leigh - Paul Noome - David Palacios - Alex Parlett - Jordan Patterson - Vladimir Pobedinsky - Nick Royer - Miika Santala - Joshua Tippetts - Daniel Wiberg - Steven Zhang - Firegorilla - Magic.Lixin - Mike3D - OvermindDL1 - andmar1x - amadeus_osa - mightyCelu - reattiva - skaiware - szamq Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D (http://www.horde3d.org). Additional inspiration & research used: - Rectangle packing by Jukka Jylänki (clb) http://clb.demon.fi/projects/rectangle-bin-packing - Tangent generation from Terathon http://www.terathon.com/code/tangent.html - Fast, Minimum Storage Ray/Triangle Intersection by Möller & Trumbore http://www.graphics.cornell.edu/pubs/1997/MT97.pdf - Linear-Speed Vertex Cache Optimisation by Tom Forsyth http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html - Software rasterization of triangles based on Chris Hecker's Perspective Texture Mapping series in the Game Developer magazine http://chrishecker.com/Miscellaneous_Technical_Articles - Networked Physics by Glenn Fiedler http://gafferongames.com/game-physics/networked-physics/ - Euler Angle Formulas by David Eberly http://www.geometrictools.com/Documentation/EulerAngles.pdf - Red Black Trees by Julienne Walker http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx - Comparison of several sorting algorithms by Juha Nieminen http://warp.povusers.org/SortComparison/ - NVIDIA FXAA II for Consoles by Timothy Lottes http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html Urho3D uses the following third-party libraries: - AngelScript 2.28.1 (http://www.angelcode.com/angelscript/) - Box2D 2.3.0 (http://box2d.org/) - Bullet 2.82 (http://www.bulletphysics.org/) - Civetweb (http://sourceforge.net/projects/civetweb/) - FreeType 2.5.0 (http://www.freetype.org/) - GLEW 1.9.0 (http://glew.sourceforge.net/) - jo_jpeg 1.52 (http://www.jonolick.com/uploads/7/9/2/1/7921194/jo_jpeg.cpp) - kNet (https://github.com/juj/kNet) - libcpuid 0.2.0 (http://libcpuid.sourceforge.net/) - Lua 5.1 (http://www.lua.org) - LuaJIT 2.0.3 (http://www.luajit.org) - LZ4 (http://code.google.com/p/lz4/) - MojoShader (http://icculus.org/mojoshader/) - Open Asset Import Library (http://assimp.sourceforge.net/) - pugixml 1.0 (http://pugixml.org/) - Recast/Detour (https://github.com/memononen/recastnavigation/) - SDL 2.0.3 (http://www.libsdl.org/) - StanHull (http://codesuppository.blogspot.com/2006/03/ john-ratcliffs-code-suppository-blog.html) - stb_image 1.29 (http://nothings.org/) - stb_vorbis 0.99996 (http://nothings.org/) - tolua++ 1.0.93 (http://www.codenix.com/~tolua) DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong Engine. Jack and mushroom models from the realXtend project. (http://www.realxtend.org) Ninja model and terrain, water, smoke, flare and status bar textures from OGRE. BlueHighway font from Larabie Fonts. Anonymous Pro font by Mark Simonson. NinjaSnowWar sounds by Veli-Pekka Tätilä. Documentation ------------- Urho3D classes have been sparsely documented using Doxygen notation. To generate documentation into the "Docs" subdirectory, open the Doxyfile in the "Docs" subdirectory with doxywizard and click "Run doxygen" from the "Run" tab. Get Doxygen from http://www.doxygen.org & Graphviz from http://www.graphviz.org. See section "Documentation build" below on how to automate documentation generation as part of the build process. The documentation is also available online at http://urho3d.github.io/documentation/ Building prerequisites ---------------------- Although all required third-party libraries are included as source code, there are system-level dependencies that must be satisfied before Urho3D can be built successfully: - For Windows, the June 2010 DirectX SDK needs to be installed. - For Linux, the following development packages need to be installed: libx11-dev, libxrandr-dev, libasound2-dev on Debian-based distros; libX11-devel, libXrandr-devel, alsa-lib-devel on RedHat-based distros. Also install the package libgl1-mesa-dev (Debian) or mesa-libGL-devel (RH) if your GPU driver does not include OpenGL headers & libs. Building as 32-bit on a 64-bit system requires installing also the 32-bit versions of the development libraries. - For Raspberry Pi, the following development packages need to be installed: libraspberrypi0, libraspberrypi-dev, libasound2-dev, libudev-dev on Raspbian; raspberrypi-vc-libs, raspberrypi-vc-libs-devel, alsa-lib-devel, systemd-devel on Pidora. The first two packages which contain the Broadcom VideoCore IV libraries and development headers should normally come preinstalled. - For Mac OS X, the Xcode developer tools package should include everything necessary. - For Android, the Android SDK and Android NDK (minimum API level 12) need to be installed. Optionally, also install Eclipse ADT plugin for building and deployment via Eclipse. To run Urho3D, the minimum system requirements are: - Windows: CPU with SSE instructions support, Windows XP or newer, DirectX 9.0c, GPU with Shader Model 2 support (Shader Model 3 recommended.) - Linux & Mac OS X: CPU with SSE instructions support, GPU with OpenGL 2.0 support, EXT_framebuffer_object and EXT_packed_depth_stencil extensions. - Raspberry Pi: Model B revision 2.0 with at least 128 MB of 512 MB SDRAM allocated for GPU. OpenGL ES 2.0 capable GPU. - Android: OS version 2.3 or newer, OpenGL ES 2.0 capable GPU. - iOS: OpenGL ES 2.0 capable GPU. SSE requirement can be eliminated by disabling the use of SSE instruction set, see "Build options" below. Desktop build process --------------------- On desktop systems Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps: 1) Run CMake in the root directory with your preferred toolchain specified to generate the build files. You can use the provided batch files or shell scripts on the respective platform. Windows: cmake_vs2008.bat, cmake_vs2010.bat, cmake_vs2012.bat, or cmake_mingw.bat, Linux: cmake_gcc.sh or cmake_eclipse.sh, Mac OS X: cmake_gcc.sh or cmake_macosx.sh. 2) For Visual Studio, open Urho3D.sln from the Build directory and build the configuration(s) you like. For Eclipse, import the Eclipse's project generated by CMake into the workspace as a general project. Note that Eclipse requires CDT plugin to build C/C++ project. For GCC, execute make in the Build directory (by default, cmake_gcc.sh specifies to make a Release build). For Xcode, open Urho3D.xcodeproj and build. If using MinGW to compile, DirectX headers may need to be acquired separately. They can be copied to the MinGW installation eg. from the following package: http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz. These will be missing some of the headers related to shader compilation, so a MinGW build will use OpenGL by default. To build in Direct3D9 mode, the MinGW-w64 port is necessary: http://mingw-w64.sourceforge.net/. Using it, Direct3D9 can be enabled with the CMake option -DURHO3D_OPENGL=0. After the build is complete, the programs can be run from the Bin directory. These include the Urho3D player application, which can run application scripts, the tools, and C++ sample applications if they have been enabled. To run the Urho3D player application from the Visual Studio debugger, set the Urho3DPlayer project as the startup project and enter its relative path and filename into Properties -> Debugging -> Command: ..\..\..\Bin\Urho3DPlayer.exe. Additionally, entering -w into Debugging -> Command Arguments is highly recommended. This enables startup in windowed mode: without it running into an exception or breakpoint will be obnoxious as the mouse cursor will likely be hidden. To actually make the Urho3DPlayer application do something useful, it must be supplied with the name of the script file it should load and run. You can try for example the following arguments: Scripts/NinjaSnowWar.as -w To run from Eclipse on Linux, locate and select the Urho3DPlayer executable in the Project Explorer. From the menu, choose "Run Configurations" to create a new launch configuration for "C/C++ Application". Switch to "Arguments" tab, specify the argument required by Urho3DPlayer executable. To run from Xcode on Mac OS X, edit the Product Scheme to set "Run" setting to execute "Urho3DPlayer" in the "Info" tab. In the "Arguments" tab, specify the arguments required by Urho3DPlayer executable. Ensure the check boxes are ticked on the argument entries that you want to be active. CMake caches some internal variables to speed up the subsequent invocation of the CMake build script. This is normally a good thing. However, there are cases when this is not desirable, for instance when switching CMake generators or after upgrading development software components. In such cases, it is recomended to first clean the CMake cache by invoking cmake_clean.bat or cmake_clean.sh. Android build process --------------------- First, if you are building under Windows platform without MKLINK support then copy Bin/Data and Bin/CoreData directories to the Source/Android/assets directory (you can use the provided batch file CopyData.bat). This step is not necessary for Windows with MKLINK support and non-Windows platforms because the build script uses symbolic links for platforms that support it. Set the ANDROID_NDK environment variable to point to your Android NDK. On Windows, ensure that make.exe from the Android NDK is included in the path and is executable from the command line. On Windows, execute cmake_android.bat. If MKLINK support is available, provide build option "-DURHO3D_MKLINK=1" to generate out-of-source build. Then go to the build directory Source/Android (or android-Build if out-of-source build) and execute the following commands. On OS X or Linux, execute cmake_gcc.sh (the ANDROID_NDK environment variable distinguishes from a normal desktop build) then go to the android-Build directory (always an out-of-source build) and execute the following commands. - android update project -p . -t 1 (only needed on the first time, replace '-t 1' with desired target-id) - make -j8 (replace '-j8' with the number of logical CPU cores of the host/build system) - ant debug After the commands finish successfully, the APK should have been generated to the build's "bin" subdirectory, from where it can be installed on a device or an emulator. The command "ant installd" can be used for this. For a release build, use the "ant release" command instead of "ant debug" and follow the Android SDK instructions on how to sign your APK properly. By default the Android package for Urho3D is com.googlecode.urho3d. For a real application you must replace this with your own package name. The Urho3D activity subclasses the SDLActivity from org.libsdl.app package, whose name (or the JNI code from SDL library) does not have to be changed. Note that the native code is built by default for armeabi-v7a ABI. To make your program compatible also with old Android devices, build also an armeabi version by executing the CMake batch file again with the parameter -DANDROID_ABI=armeabi added, then execute make again in the build directory. You can also build and deploy using Eclipse IDE with ADT plugin. To do that, after setting the ANDROID_NDK environment variable then run cmake_eclipse.sh. Import "Existing Android Code into Workspace" from the CMake generated Eclipse's project found in the android-Build directory. Switch Eclipse IDE to use Java Perspective. Update project properties to choose the desired Android API target and that's it. Just choose "Run" to let ADT automatically build and deploy the application to Android (virtual) device. iOS build process ----------------- Run cmake_ios.sh. This generates an Xcode project named Urho3D.xcodeproj. Open the Xcode project and check the properties for the Urho3D project (topmost in the Project Navigator.) In Architectures -> Base SDK, choose your iOS SDK (CMake would automatically select latest iOS when generating the Xcode project). In Code Signing, enter your developer identity as necessary. The Urho3DPlayer target will actually build the application bundle and copy resources from Bin/Data and Bin/CoreData directories. Edit its build scheme to choose debug or release mode. To run from Xcode on iPhone/iPad Simulator, edit the Product Scheme to set "Run" destination setting to "iPhone Simulator" or "iPad Simulator", and executable to "Urho3DPlayer.app". Raspberry Pi build process -------------------------- For native build on Raspberry Pi itself, use the similar process for Linux Desktop build described above. For cross-compiling build on another build/host machine, firstly set the RASPI_TOOL environment variable to point to your Raspberry Pi Cross-Compiling tool where all the arm-linux-gnueabihf-* executables are located. You can setup the tool using crosstool-NG (http://crosstool-ng.org/) or just download one from https://github.com/raspberrypi/tools. Secondly, set the RASPI_ROOT environment variable to point to your Raspbian or Pidora system root. You must install the Urho3D prerequisites software development packages for Raspberry Pi (see "Building_Prerequisites") in the system root before attempting to do the Urho3D cross-compiling build. You can download a Raspbian system root from https://github.com/urho3d/rpi-sysroot. When running cmake_gcc.sh with RASPI_TOOL environment variable set, it tells build script to generate additional raspi-Build directory for cross-compiling. Go to this raspi-Build directory and proceed to execute make. After the build is complete, the ARM executables can be found in Bin-CC output directory. You can also build, deploy, run/debug (as C/C++ Remote Application) using Eclipse IDE, if you run cmake_eclipse.sh to generate the project file. Import the CMake generated Eclipse project in the raspi-Build directory into Eclipse's workspace. Build the project as usual. Use the URHO3D_SCP_TO_TARGET build option to automatically deploy the ARM executables to target Raspberry Pi as part of every project build or configure Eclipse to perform a "download to target path" in the Run/Debug configuration for C/C++ Remote Application. Either way, you have to configure the Run/Debug configuration how to reach your target Raspberry Pi. MinGW cross-compile build process --------------------------------- It is possible to cross-compile Urho3D for Windows using a Linux system. The process is largely the same as for the Linux Desktop build process described above. To cross-compile, the MinGW tool-chain (compiler, linker and w32api) needs to be installed on the system. You will also need the DirectX header files, those can be downloaded and installed from the following packet: http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz. For activating the MinGW tool-chain, and to allow it to find the correct compiler, the MINGW_PREFIX environment variable needs to be set when running cmake_gcc.sh. This variable should be set to the prefix of the compiler name. So, if for example your MinGW compiler is named i686-pc-mingw32-gcc, the MINGW_PREFIX should read i686-pc. Most likely you also need to set MINGW_ROOT environment variable to point to your mingw32 system root. Running cmake_gcc.sh with the MINGW_PREFIX environment variable set, produces an additional mingw-Build directory. Go to this directory and execute make to start the build process. When the build is complete, the Windows executables can be found in the mingw-Bin output directory. Desktop 64bit build ------------------- Currently CMake build configuration has been set to compile Urho3D as 32bit by default. To enable 64bit build, run the provided cmake_xxxx.bat or cmake_xxxx.sh by passing the option "-DURHO3D_64BIT=1" explicitly. For Visual Studio on Windows platform, this option also overrides CMake to use a 64bit solution generator. Library build ------------- As of v1.31 (to be released), the build process first builds the Urho3D library target (either static or shared). The library is then linked against by other targets like tools and samples that reference Urho3D as one of the external libraries. The Urho3D library type is defaulted to static, so the build process would generate standalone executables as previous releases. The Urho3D library type can be changed using "URHO3D_LIB_TYPE" build option. To install the Urho3D library (or should we call it SDK), use the usual 'make install' command when using Makefile. There is an equivalent command in Visual Studio and Xcode IDE to build 'install' target instead of the default 'all' target. This could be useful when you want your application to always link against a 'stable' installed version of the Urho3D library, while keeping your Urho3D project root tree in sync with origin/master. That is, install the newly built library after you have tested the changes do not break your application during development. Refer to "Using Urho3D as external library" on how to setup your own project to use Urho3D as external library. Documentation build ------------------- If URHO3D_DOCS build option is set then a normal (ALL) build would not only build Urho3D software but also Urho3D documentation automatically. If it is not then the documentation can be generated by manually invoking 'make doc' command or its equivalent command in IDE. The prerequisites are Doxygen and Graphviz. Tools to dump the AngelScript API for the default scripting subsystem and the LuaScript API (when the LuaScript subsystem is also enabled) will be built internally when all the tools are being built. Compiling Direct3D shaders -------------------------- When building with the Windows 8 SDK, copy d3dcompiler_46.dll from C:/Program Files (x86)/Windows Kits/8.0/bin/x86 to Urho3D Bin directory so that Urho3D executables will run correctly. Note that you can also force an OpenGL mode build on Windows by using the CMake option in the table below; OpenGL does not depend on a separate shader compiler DLL. Build options ------------- A number of build options can be defined explicitly when invoking the above cmake_xxxx batch files or shell scripts. |---------------------|-|------------------------------------------------------| |Build Option |V|Description | |---------------------|-|------------------------------------------------------| |URHO3D_64BIT |0|Enable 64bit build | |URHO3D_ANGELSCRIPT |1|Enable AngelScript scripting support | |URHO3D_LUA |0|Enable Lua scripting support | |URHO3D_LUAJIT |0|Enable Lua scripting support using LuaJIT (check | | | | LuaJIT's CMakeLists.txt for more options) | |URHO3D_LUAJIT_AMALG |0|Enable LuaJIT amalgamated build (LuaJIT only) | |URHO3D_SAFE_LUA |0|Enable Lua C++ wrapper safety checks (when Lua | | | | scripting support is enabled only) | |URHO3D_SAMPLES |0|Build sample applications | |URHO3D_TOOLS |1|Build standalone tools (Desktop and RPI only; | | | | on Android only build Lua standalone tools) | |URHO3D_EXTRAS |0|Build extras (Desktop and RPI only) | |URHO3D_DOCS |0|Generate documentation as part of normal build (the | | | | 'doc' builtin target can be used to generate | | | | documentation regardless of this option's value) | |URHO3D_DOCS_QUIET |0|Generate documentation as part of normal build, | | | | suppress generation process from sending anything to | | | | stdout | |URHO3D_SSE |1|Enable SSE instruction set | |URHO3D_MINIDUMPS |1|Enable minidumps on crash (VS only) | |URHO3D_FILEWATCHER |1|Enable filewatcher support | |URHO3D_PROFILING |1|Enable profiling support | |URHO3D_LOGGING |1|Enable logging support | |URHO3D_TESTING |0|Enable testing support | |URHO3D_TEST_TIME_OUT |5|Number of seconds to test run the executables (when | | | | testing support is enabled only) | |URHO3D_OPENGL |0|Use OpenGL instead of Direct3D (Windows platform only)| |URHO3D_MKLINK |0|Use mklink command to create symbolic links (Windows | | | | Vista and above only) | |URHO3D_STATIC_RUNTIME|0|Use static C/C++ runtime libraries and eliminate the | | | | need for runtime DLLs installation (VS only) | |URHO3D_LIB_TYPE |*|Specify Urho3D library type, possible values are | | | | STATIC (*default) and SHARED | |URHO3D_SCP_TO_TARGET |-|Use scp to transfer executables to target system (non-| | | | Android cross-compiling build only), SSH digital key | | | | must be setup first for this to work, typical value | | | | has a pattern of usr@tgt:remote-loc | |CMAKE_BUILD_TYPE |*|Specify CMake build configuration to be generated | | | | (Makefile generator only), possible values are | | | | Release (*default), Debug, and RelWithDebInfo | |ANDROID_ABI |*|Specify target ABI (Android build only), possible | | | | values are armeabi-v7a (*default) and armeabi | |---------------------|-|------------------------------------------------------| Note that build option values specified via command line are cached by CMake. The cached values will be used by CMake in the subsequent invocation. That is, the same build options are not required to be specified again and again. Once a non-default build option value is being cached, it can only be reverted back to its default value by explicitly setting it via command line. That is, simply by NOT passing the corresponding build option would not work. One way to revert all the build options to their default values is by clearing the CMake cache by calling cmake_clean.bat or cmake_clean.sh. Using cmake-gui to configure and generate Urho3D project file ------------------------------------------------------------- Instead of using one of the provided batch files or shell scripts, you can use cmake-gui to configure and generate Urho3D project file. However, you have to adhere to the current limitations: - The build directory must be located inside the Urho3D project root directory and sibling of the "Source" directory. - The build directory must be named accordingly based on the target platform. - On desktop/native platform: Build - On Windows platform using MinGW: mingw-Build - On iOS platform: ios-Build - On Android platform: android-Build - On Raspberry Pi platform: raspi-Build - The runtime and archive output directories are automatically set based on the target platform regardless of the build directory name (should you choose not to adhere with the above). For example on Android platform, they will be android-Bin and android-Lib, respectively. If you choose not to adhere with this build directory naming convention then you will have to install the Urho3D library into your local filesystem in order to use the Urho3D library in your external project (See http://urho3d.github.io/documentation/a00001.html#Building_Library and http://urho3d.github.io/documentation/a00004.html#UsingLibraryFromSDK). - All the post-CMake workaround and/or bug fixes that are scripted in the batch files or shell scripts are not applied to the generated project file. Steps to configure: 1. In the Urho3D project root directory, invoke "cmake-gui Source". 2. Set the build directory name. 3. Configure and update the build options as many times as necessary until there are no more new options in red. For the first configuration, choose the generator you like to use. Click the Group check box to group the build options. - In the Ungrouped Entries: only check one of these options (ANDROID, IOS, RASPI) when you target the platform, leave them unchecked for dekstop/native build. - In the URHO3D group: check any of the options you desire. Some of the options when checked may cause new options to be made available in the subsequent configuration loop. 4. Generate when all the configurations are done. History ------- V1.31 - Extensive build system improvements, especially for using Urho3D as a library in an external project. - LuaJIT support. - Improved Lua bindings, Lua coroutine support, automatic loading of compiled Lua scripts (.luc) if they exist. - HDR rendering, 3D textures, height fog and several new post process shaders. - Shader refactoring. Need for XML shader descriptions & ShaderCompiler tool removed. - Reflection / refraction rendering support. - 2D drawable components: StaticSprite2D, AnimatedSprite2D, ParticleEmitter2D. - ToolTip & MessageBox UI elements. UI logic improvements. - Optimized text rendering + dynamic population of font textures for improved batching. - AngelScript DelayedExecute for free functions, and event handling for any script object, not just ScriptInstances - Editor: added grid, toolbar, camera view presets, camera orbit, mouse wheel zoom, multiple viewports and orthographic camera. - Borderless window mode, possibility to change application icon. - SDL GameController support, raw key codes support. - Optimized shadow rendering on mobile devices. Low quality mode avoids dependent texture reads. - HttpRequest class runs in a background thread to avoid blocking. - Compressed package file support using the LZ4 library. - Cone parameters in SoundSource3D for directional attenuation. - Variant GetPtr() safety refactoring. Uses WeakPtr to store RefCounted subclasses. Use GetVoidPtr() to store unsafe arbitrary pointers. - Improved work queue completion events. Work items are now RefCounted to allow persisting them as necessary. - Allow to disable automatic execution of AngelScript & Lua from the engine console. - Added shader variations, for example ambient occlusion texture and better emissive color support. - Added examples. - Update SDL to 2.0.1 - Update AngelScript to 2.28.1. - Update FreeType to 2.5.0. - Fix partial texture updates, both Direct3D9 & OpenGL. - Fix long-standing audio click bug. - Fix kinematic rigidbodies to apply impulses correctly to dynamic bodies. - Plus many more improvements and bugfixes. V1.3 - Lua scripting support. - Optional build as a single external library, static or dynamic. - Raspberry Pi support. - 64-bit build support. - HTTP client using the Civetweb library. - Enhanced CMake build scripts. Android build also uses CMake. Use out-of-source build on platform that supports it. - Rendering performance optimizations, optional StaticModelGroup component for culling and lighting several objects as one unit. - A set of sample applications implemented in C++, AngelScript and Lua. - Automatic Node/component handle member variable serialization for AngelScript script objects. - New UI theme. - Shadow & stroke effects in Text & Text3D. - Boolean shader uniforms. - Quick menu in the editor. - Material editor and preview in the editor. - Editable attributes for particle emitters. - Components are grouped into categories in the editor. - Update SDL to stable 2.0.0 release. - Several other improvements and bugfixes. V1.23 - UI editing support in the editor. - Undo/redo in the editor. - Recast/Detour library integration for navigation mesh generation and pathfinding. - Open Asset Import Library update, enables FBX file support. - "Is Enabled" attribute in scene nodes and components for an uniform mechanism to temporarily disable unneeded audiovisual, physics or logic objects. - Script object public variables editing and serialization. - New components: Text3D and Sprite. - UI library functionality improvements. - sRGB texture and framebuffer support. - Switched to GLEW library for OpenGL extension handling. - Vegetation and lightmapping example shaders. - Engine configuration through a parameter map. - Lots of refactoring, code cleanup and bugfixes. V1.22 - Configurable render path replaces hardcoded forward/prepass/deferred modes. Render path system also used for postprocessing now. - Threaded task priorities; long-running tasks (more than one frame) can coexist with the time-critical tasks. - Possibility to use also RGB normal maps. - CustomGeometry component, which allows geometry to be defined similarly to OpenGL immediate mode. - Elapsed time shader parameter for material animation. - Cubic environment mapping example shaders. - Separate physics collision start & end events. - Visual Studio 2012, Eclipse & Xcode build support. - Many bugfixes, including iOS 6 orientation & shadow mapping bugfixes, skinning on some Android devices. V1.21 - Bugfixes and code cleanup. - External window support (experimental.) - UI elements refactored to use attributes for serialization. - Animation state editing and animation trigger events. - Scene update time scale can be modified. - Improved the delayed method call system. V1.2 - Android and iOS support. - Decal rendering. - Terrain rendering. - Joystick input support. - Use SDL library for windowing and input on all platforms. - KTX and PVR image loading (for ETC1 & PVRTC compressed textures.) - Removed need for shader preprocessing; reorganized shaders to be more friendly to base custom shaders on. - Inbuilt geometry shapes in the editor. V1.16 - Switched to Bullet physics library. - More physics constraint types. - Rendering and networking performance optimizations. - Use Squish library to implement software DXT decompression when not supported in hardware. V1.15 - New deferred rendering pipeline. - Unicode support. - Live resource reloading in the editor (Windows only so far.) - More accurate frame timing. - Bugfixes to physics jittering and FBO performance issue on Linux. V1.14 - Object (partial scene) load/save. - Post-processing. - Switched to pugixml library, scene load/save optimizations. - Bugfixes to rendertexture views and component attributes. V1.13 - Task-based multithreading. - Vertex lighting option. - Forward and light pre-pass rendering pipelines. V1.12 - Manipulator gizmo and multi-editing in the editor. - Switched to forward rendering exclusively, which is optimized to do more work in the vertex shader. - Zone system refactoring. Objects check the zone they belong to for per-zone light masking, ambient light and fog settings. - Scripting API fixes and improvements. V1.11 - Bugfixes and performance optimizations. - Added GraphicsTest example from V1.0 (now called TestSceneOld.) - Added fallback mode, which is used if multiple render targets or hardware shadow maps are not available. V1.1 - Object and scene model refactoring. - Automatic serialization of scene objects via attributes. - Added OpenGL and cross-platform support. - Switched to kNet library for networking. V1.0 - Original release.
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