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CopperCube 5.3 released

This is a free update for all existing users:
  • Fog Rendering

    Added Fog rendering support. You can now add fog to your scenes simply by clicking the "Fog" checkbox on the root node of your scene. Looks great on terrain. Fog color and density are adjustable. See documentation for more details.
    fog terrain   fog indoor
  • Greatly Improved Blender file loader

    CopperCube can now import most low poly Blender .blend files without problems. If you are using Blender as 3D modelling software, you probably don't need to export your files anymore, and can just import the .blend files directly into CopperCube.
  • Experimental .FBX file import

    The editor now can import .FBX files with the following limitations:
    • Import works for static meshes, animated meshes are not yet supported
    • Working are FBX version 2011, 2012 and 2013. Older formats are not supported.
    blender and fbx import
  • Android source code

    Users of the pro edition now have access to the full Android client source code. It consists of about 150 java files, and can be used to extend your game for example to include ads, or similar.
    android source
  • Performance improvements

    Sound output now runs about 20% faster on Windows and Mac OS X. Also, on Android, WebGL and Flash, collision detection is now much more smooth and faster, using even less CPU time now.
  • More fine grained sound control

    There is now a new action named "Stop Sound". This can be used to stop a specific single sound. Very useful for controlling the sound environment, and to create stuff like dialogs which can be cancelled, and similar. There is also a corresponding new scripting function available, see below.
    sound control
  • WebGL pinch detection and dynamic scene loading

    Added support for touch pinch gesture detection in WebGL: Pinches are reported as mousewheel events.
    Also, if you are using the open source WebGL library for scripting your games, there is now the possibility for loading additional files as scenes during runtime on the fly. This means you can now create even bigger games and scenes and only load them when needed. See the CopperLicht::load() function documentation for this.
  • Spanish translation

    In addition to the already existing 7 translations, the editor now is also available in Spanish. It will switch automatically to spanish if your operating system uses that language, you can switch it back in the options menu.
  • other, smaller new features:

    • New scripting functions:
      • ccbStopSound: Stops a single specific sound, similar to the action "stop sound"
      • ccbSetSceneNodeParent: Sets the parent scene node of a scene node
    • There is now a new command "Load new mesh from disk..." to replace the mesh with a new mesh for existing static meshes in the scene
    • The font in the debugger window of the Windows .exe and Mac OS X .app target is now much bigger and better readable
    • Added a tutorial to the documentation on how to create 3D geometry using scripting in the editor
    • Improved, more helpful error messages when loading of a 3D file failed
    • Extended documentation with more examples and hints here and there.
  • Bug fixes:

    • Android:
      • Fixed a bug causing stopped streamed sounds not to be replayable sometimes
      • Fixed a bug causing bullets to be able to hit the shooter himself if the shoot action was caused by a touch action
      • Fixed a bug causing created clones of animated meshes to crash the app under certain circumstances
      • Fixed a bug causing objects with collision turned on to 'pop' their position sometimes in rare circumstances
    • WebGL:
      • Fixed a bug causing scripting interface not to return the names of 2D overlays
      • Fixed a bug causing bullets to be able to hit the shooter himself if the shoot action was caused by a touch action
      • Fixed problem causing animated meshes could get corrupted when additional scenes are loaded manually later during runtime.
      • Fixed a bug causing objects with collision turned on to 'pop' their position sometimes in rare circumstances
    • Flash:
      • Fixed a bug causing bullets to be able to hit the shooter himself if the shoot action was caused by a touch action
      • Fixed a bug causing created clones of animated meshes to freeze flash under certain circumstances
      • Fixed a bug causing objects with collision turned on to 'pop' their position sometimes in rare circumstances

CopperCube 5.2.2 released

This is a small bug fix release with minor new features, download it here:
  • Added new and updated some translations. The CopperCube Editor now is translated into these languages:
    English, German, French, Russian, Brazilian, Turkish, Arabic
  • A few minor performance improvements in WebGL and Windows .exe targets
  • Added support for Steam, meaning CopperCube is now also available on the Steam store
  • Added a "download more" menu link in the prefabs window
  • Android bug fixes:
    • Fixed a bug which could cause apps with dynamic light not to start on some newer Android devices
    • Fixed a bug causing cloned animated characters to cause a crash under special circumstances
    • Fixed a bug causing dynamic light not to work sometimes on some newer Android devices
  • Flash bug fixes:
    • Fixed a bug causing cloned animated characters to cause an app freeze under special circumstances
  • Windows .exe and Mac OS X .app bug fixes:
    • Fixed a bug causing water surfaces sometimes not to react to events
    • Fixed a bug reported as 'portal bug': causing objects controlled by keyboard to move too much after switching scenes
  • Other bug fixes:
    • Editor: Fixed problem with unicode characters in scene names

CopperCube 5.2.1 released

This is a small bug fix release, download it here:
  • Fixed bug causing 3D grid not to be shown
  • Fixed bug causing Android apps not to be written out using the 'INTERNET' permission, causing functions like 'ccbDoHTTPRequest' not to work
  • CopperCube now works nicely with windows shutdown or restart requests
  • CopperCube's installer is now signed and will work nicely when downloading through Internet Explorer

CopperCube 5.2 released

This is free update for all existing users with some nice new features and bug fixes:
  • Realistic Realtime Water

    Added realtime reflecting water surfaces. There is now a special scene node which renders water surfaces and can be used to create rivers, lakes, and oceans. It is highly configurable, so it can be used to create various, realistic looking water surfaces. It works on all targets (Windows, Mac OS X, WebGL, Flash and Android)
    shader programming
  • Procedural Tree Generator

    There is now an interactive tree generation user interface for creating procedural generated 3D trees:
    attaching to animations
  • Localization (German and English for now)

    The editor now supports german and has a german user interface, if you are running your operating system in german. This feature can be disabled in the options dialog. It is also possible to add other languages on your own now. See the 'language' folder in the installation location of CopperCube for this.
  • DPAD support on Android

    Added DPad support for the Android target. That's the directional pad available on some android devices, and your games can now use it. It will behave like the cursor keys on the other targets.
  • 21 day trial

    The trial period is now 21 days instead of 14 days, so you can try CopperCube even longer now.
  • other, smaller changes::

    • The editor now has a slightly updated and modernized user interface
    • The editor now works nicely also whith big and very large Fonts selected in the current Window Manager
    • There is now a new sky box prefab available, with a blue sky
    • Full screen with pointer lock now works again on Chrome in WebGL mode. Previously, this stopped working after Google changed their implementation.
    • 2D Overlays in WebGL are no longer drawn 'blurry' and are shown now more clearly in WebGL
    • Fixed a bug causing keyboard and mouse input not to work for extension behaviors sometimes for Cameras on the Windows .exe and Mac OS X .app targets.
    • Fixed a bug causing animated rotations (done by actions) not to work correctly under special circumstances
    • The effects example has been updated
    • In WebGL Target, fixed 3D sound node to play sound looped even if set to 'play once'
    • Updated the 'classic car' prefab with new textures

CopperCube 5.0.2 released

  • Added Oculus Rift DK2 support (beta)
  • Video playback on WebGL now also works with correct sized videos when playing back Non-Power-Of-Two sized files.
  • Fixed a bug in the Android target where the "Load or Store Variable from disk" action won't save on some android devices.
  • Fixed a bug causing collision detection to stop working sometimes in WebGL when there where animated meshes placed into a terrain.
  • Fixed a bug causing special variables not to be saved sometimes when using the scripting API on the Windows .exe or Mac OS X .app target.

CopperCube 5.0.1 released

This is a small bug fix release, download it here:
  • Fixed a bug causing the 'stand' an animation not to be played correctly sometimes when not all animations are set in the 'Controlled by Keyboard' behavior.
  • Fixed a bug causing slow performance on the Flash target when switching between scenes with many objects.
  • Fixed a bug causing a 2D overlay to be cloned incorrectly sometimes when mode is set to absolute size.
  • The scripting function 'editorAddSceneNode' now has the ability to create 2D overlays by using 'overlay2d' as paramter.

CopperCube 5 released

The latest major update of Coppercube is available now, download it here. New features are:
  • Terrain support

    The editor now includes a way to create and edit terrain. There is also a terrain generator, completely with trees and grass. Terrain can be drawn with height painting tools directly in the editor, textures can be painted quickly with automatic texture blending into the terrain. There are also tools for placing grass and bushes, and for distributing meshes automatically over the terrain.
    terrain support terrain rendering
  • Physics engine

    It can be switched on for the Windows and Mac OS X target in the publishing settings. There is also a new behavior available named 'Move object by physics engine' for making objects behave, collide and move like objects in the real world. Objects with the 'Collide when moved' behavior will also collide against those then and be able to move them, roll them over etc. There is also a way to react when an object collides with the world, for example to play sounds, and a way to manually apply forces to objects using scripting.
    physics simulation
  • Video Playback in 2D and 3D

    The professional version of CopperCube now includes an action to play back videos on the Windows .exe, WebGL and Flash target. Videos can be played back in 2D and 3D (like on any 3D object in a scene), it is possible to influence playback with actions (play/stop/pause) and to react when the video playback has been finished or playback failed.
    video playback
  • Network communcation

    You can now easily do HTTP requests on all targets, in order to exchange data with game multiplayer servers, PHP/MySQL database backends, or whatever you like to. This feature is available as new JavaScript function named ccbDoHTTPRequest(), but there is also an action for doing this without programming for download from the website. This feature doesn't directly provide multiplayer support for your games, but it is now possible to build this yourself on top of this.
  • Added iOS 8 WebGL support

    Apps created with CopperCube and the WebGL target now also run on Apple devices (iPhone, iPad, ...) with iOS 8.
    running on iphone and ipad
  • Shader programming

    You can create and add your own materials and shaders during runtime now using the JavaScript API. In the documentation, you will find a few examples showing you how to start. Note that this is nothing simple, and not for beginners. You need to know shader programming in order to use this feature.
    shader programming
  • Animation blending

    CopperCube now blends animations when switching between them. It is automatically enabled, but can be turned off or adjusted for every animated model manually in the editor or via script. This also means that you don't need to create perfect animation loops anymore. The engine will now automatically blend non-fitting animation loops together so that they look nice.
  • Attaching nodes to animated meshes

    This is useful for example to let characters carry weapons in their hands, to switch them dynamically, change how they look like, or for example to even attach particle systems to moving parts of an animation. Use the command "Modify Selection -> Attach node to animated joint..." for this.
    attaching to animations
  • Directional light

    This is useful for simulating light sources from a very far distance, like for simulating the sun. Directional light can now be used just as the already supported point lights both with the light mapper as well for dynamic lighting.
    directional light
  • Procedurally generated trees

    There is a new scene node type available which generates a tree (a 3d model of a plant) based on user specified parameters. It is possible to create all kind of tree types from it, be it for example a full grown pine or a dead desert bush. This feature is beta, and not very user friendly yet, but planned to be improved in future versions.
    generated trees
  • Faster Lightmapper, with Mac OS X support

    The built-in lightmapper has been rewritten and is now much faster. Additionally, it now also works with shadows on the Mac OS X version of the editor, wich previsously only produced results with diffuse lighting only.
    lightmapper of coppercube
  • Optimized WebGL performance and compatibility

    Not only did we squeeze all these features into a tiny, 180KB .js file, we also improved the performance again by about 20% in certain areas, and improved compatibility with mobile and/or touch enabled WebGL capable browsers such as Chrome for Android.
  • Custom Icons for Windows Apps

    There is now a new option to select an icon for the windows target. Note that embedding the icon in your app might slow down the publishing process by a few seconds, depending on your operating system. (This feature is not supported in the Mac OS X version of CopperCube)
  • Manual Commands for the AI

    Use the function ccbAICommand() for this, so you can send any "Game actor with Health" to a specific location, command it to attack something, or similar.
  • 15 new prefabs

    15 new prefabs added: 2 new animated characters (a soldier; a sleep walker), 2 weapons to be attached to animated characters: a shotgun and a pistol, 11 high quality, low poly prefabs created by Efe: a classic car, a bicycle, an armchair, an ancient statue, a book, a nightstand, a flowerpot, a lamp, two tables, a television.

...and many other changes:

  • There is now a new command for converting a static mesh to an animated mesh (without animation). This is useful for ditributing huge amounts of static meshes over the terrain without much memory usage, since instances of animated meshes share their data and are culled more efficiently.
  • New, better looking examples come preinstalled with CopperCube now.
  • The 'object controlled by keyboard' behavior now has a more fine tuned animation playback system
  • The 'object controlled by keyboard' behavior now has the option to 'pause' after jumping, making the jumping feature look more like in some platform games.
  • The gravity value is now set per scene, in the root object of the scene.
  • Jumping in all behaviors is much nicer and more physically correct now. But this also means that you might have to adjust your jump settings in existing projects when upgrading to CopperCube 5.
  • Game AI movement is more smoother now
  • Scripting changes: New functions:
    • ccbCreateMaterial()
    • ccbSetShaderConstant()
    • ccbAICommand()
    • ccbSetPhysicsVelocity()
    The following functions are now also available in the editor:
    • ccbGetCollisionPointOfWorldWithLine()
    • ccbDoesLineCollideWithBoundingBoxOfSceneNode()
    Changed behavior:
    • ccbEndProgram() now closes the window in WebGL and Flash
  • When cloning nodes in the editor, also children will now get unique names and ids, and relinked with the behavior of the parent
  • 3D Editor change: When changing the parent child relation of a node, the position of the node is tried to be kept at the old position
  • 3D Editor change: When moving an object which is the child of a rotated parent object, movement will still move into the direction the arrows are pointing
  • When right-clicking onto a texture in the texture browser, there is now a command to save the texture as file to disk.
  • It's possible to use the mouse wheel in the prefabs window
  • Removed feature: It is no longer possible to target Flash players older than version 11
  • When switching the perspective, orthogonal views now place the camera more nicely.
  • The path tool new works a bit nicer when adding new path nodes.
  • Lots of updates to the documentation.

CopperCube 4.5.1 released

This is a small bug fix release, download it here:
  • Fixed a bug causing mouse and key events not to work on the root scene node in WebGL, Flash and Android

CopperCube 4.5 released

CopperCube has just been released in version 4.5. It is a free update, you can download it from the download page. New features are:
  • Oculus Rift support
  • WebGL and Flash fullscreen mode and mouse pointer locking
  • Touch events for WebGL
  • New internal key and mouse event handling system (much more responsive now)
coppercube oculus rift support
CopperCube Oculus Rift support being tested

Additionally, there is a new online demo available, showing the fullscreen and mouse locking in action. You can run it as WebGL and Flash or version directly from this website, using this link. The demo looks like this:
coppercube new demo
Screenhot of the new demo

The demo is also available as windows .exe with support for the Oculus Rift, download it here: CopperCube Oculus Rift demo (25 MB)
The new Oculus Rift support is basically just an option to enable in the publishing settings of the editor:

coppercube oculus rift support
New option for creating apps with Oculus Rift support

Detailed change log for version 4.5:
  • Added support for the Oculus Rift VR device. The professional edition of CopperCube now is able to create apps running with the Oculus Rift, DK1 and probably also newer. Support for this is beta only, but it already works nicely. It only works with the Windows .exe target, though. To use it, simply check the 'Oculus Rift support' checkbox and whereever you are using a first person shooter style camera in your app, the user has full control over it using the Rift.
  • WebGL and Flash fullscreen mode and mouse pointer locking is supported now. This is useful for nice first person shooter cameras, for example. There is a downloadable action for this available from here: But also available as the new JavaScript function ccbSwitchToFullscreen(). Works in Chrome, Firefox and in IE (while only fullscreen is supported in IE)
  • WebGL now supports touch events. Meaning it also works nicely on Firefox and Chrome when using it on a touch screen device.
  • CopperCube now requires minimum Flash Player 11.2 when publishing as hardware accelerated Flash app. (Because that version introduced the now supported mouse pointer locking)
  • Redesigned internal key and mouse event handling system: These events are now handled instantly, previously they were processed during the next frame. For large, slow scenes, this could cause a small delay, sometimes. Also, with this change, it is now possible to do system calls in Flash and WebGL which rely on instant event processing for security reasons.
  • Default mode for redrawing in Flash and WebGL is now 'every frame' instead of 'when scene changed'

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Older News

CopperCube 4.4 released. Adding support for fast rendering plants and grass patches, dynamic loading of textures during runtime, collision detection settings cloning enabling the creation of advanced apps like level editors, improved plugin creation tools, improved WebGL support for Firefox and Chrome, updated documentation, bug fixes and more. Details here.
CopperCube 4.3 released. Adding support for WebGL in Internet Explorer 11, new integrated web server for better developing WebGL in Chrome and IE11, improved collision detection, Android Menu key handler, updated documentation, bug fixes and more.
CopperCube 4.2.1 released. Bug fix release, including support for Google's latest Android SDK, and support for WebGL in Chrome for Androids.
CopperCube 4.2 released. Added support for normal maps, import of static Blender .blend files and support for precalculated lightmaps. Option to use the current desktop resolution for full screen apps, open folder of textures from the editor, improved performance for .3ds, .lwo, .dae, .ase, .ply, .dxf, .cob and .scn importers, enhanced COLLADA support, new extension actions and plugins, more documentation with new tutorials, bug fixes and lots of other minor new features. Details here.
CopperCube 4.0.5 released. Includes basically bug fixes, mostly for the new (beta) scripting system, increases performance for WebGL, Android and Flash. Details here.
CopperCube 4.0.4 released.
  • New beta features: Entirely new scripting system ('CopperCube for Game Developers'): All targets now support JavaScript scripting, using the same API. New behaviors and actions can now be added yourself, or downloaded from the internet.
  • Other: Multitouch support on Android, WebGL speed improvements and ~50% improved download size, extended 'if' action, sound volume and collision details control via variables, improved COLLADA import, various bug fixes.
Details here.
CopperCube 4.0.3 released. Enhanced Game AI, actions for paths, better font support on WebGL and Android, improvements for the Android target, bug fixes. Details here.
CopperCube 4.0.2 released. Extended cloning mechanism, improved physics on android, more WebGL publishing options, several bug fixes and improvements. Details here.
CopperCube 4.0.1 released. Faster Android apps, zooming for the model viewer camera, several smaller bug fixes. Details here.
CopperCube 4.0 released. Android support, Particle systems, Touchscreen support for mobile devices, customizable loading screens for all targets, Multiline text, more and extended actions and behaviors (cloning, deleting, vehicles, random positions, etc.), new examples and prefabs, lots of other improvements. Details here.
CopperCube 3.5.1 released. Small bug fixes for the flash publishing target. Update recommended.
CopperCube 3.5 released. Adds support for unicode (Russian, Japanese, etc texts and files now working), redesigned user interface, support for copying and pasting behaviors, new special runtime variables like '.damage' and '.movementspeed', bug fixes.

CopperCube 3.1.0 released. Adds an improved material window, the possibility of attaching any object to a camera (like weapons in first person shooters), improved dynamic lighting in WebGL and Flash, new actions and behaviors (restart a scene, do something before first frame, improved keyboard controlled object), dynamic variables (like "" for game AI), faster publishing, improved 3D file importers, bug fixes.
CopperCube 3.0.3 released. Adds support for Vertex colors, and the ability to import huge 3D models, also from the formats .dae (collada), .ase, .ply, .dxf, .cob, .3ds, .lwo and scn.
CopperCube 3.0.2 released. Adds WebGL performance improvements, new example (third person camera) and various bug fixes.
CopperCube 3.0.1 released. Includes a few bug fixes with Flash and WebGL.
CopperCube 3.0 released. Adds dynamic lights for all targets, plugins, JavaScript as language for for Mac .app and Windows .exe, polygon editing tools in the editor, audio for WebGL target, double sided materials, new actions, improved model viewer camera, better 3rd person camera for indoor scenes, improved file importers, and much, much more.
CopperCube 2.5.5 released. Adding support for the latest, updated Adobe Molehill Beta.
CopperCube 2.5.4 released. Added enhancements for Firefox 5 support (WebGL), material index parameter for the 'Change texture of a scene node' action and fixed a few minor bugs.
CopperCube 2.5.3 released. Added third person camera control, command line interface (professional version only), several bug fixes and minor changes.
CopperCube 2.5.2 released. Improving compatibility with the just released Firefox 4 final version.
CopperCube 2.5.1 released. Fixing a few bugs, it is recommended to update to this version from 2.5.
CopperCube 2.5 released. Adds support for Adobes just released Molehill API in Flash: real hardware accelerated 3D graphics. Adobe MoleHill is still in Beta, and you need to enable this feature in CopperCube in the Publishing Settings.
CopperCube 2.2.3 released. Adds viewports for cameras to the editor, scaling in all direction by holding down shift, improved first person shooter camera control for Flash and WebGL (looking by moving mouse), lots of enhancements to various actions and behaviors, access to CopperCube variables via Actionscript, JavaScript and Squirrel, possibility to jump in first person cameras, much improved performance for collision dection and response, fixed bugs with several file format importers (.3ds, .obj, .dae, .dxf, .cob and .lwo), and much more.
CopperCube 2.2.1 released. Includes several bug fixes with WebGL
CopperCube 2.2 released. Adds new materials (fake reflections), a wireframe mode, support for setting, manipulating and reading variables via actions, and lots of minor improvements and bug fixes.
CopperCube 2.0 released. Adds undo and redo to the editor, support for game AI behaviors (for example for creating enemies for games), shooting, timer and other behaviors and actions, update to the latest WebGL specification and a lot more.
CopperCube 1.4.1 released. Adds support for character animation in the WebGL target and various other small improvements.
CopperCube 1.4.0 released. Includes support for Mac OS X (also on Windows), adds support for 3D Studio Max .ase, Stanford Polygon Lib .ply, AutoCAD .dxf and Truespace .cob and .scn files, improves COLLADA .dae, Lightwave .lwo and 3D Studio .3ds importers. Also, gives the possibility to use own prefabs and adds various other improvements.
CopperCube Beta for Mac released. The first beta version of CopperCube for Mac has been released. This version runs on Mac OS X 10.4 and later (intel only) but may contain bugs and errors.
CopperCube 1.2.2 released. Added 'On Cursor moved over do something' behavior, multiple sky box support for flash, 'create plane' now with texture repeat option, collision detection for WebGL target, tooltips on texture displays and various bug fixes.
CopperCube 1.2.1 released. Fixed WebGL target for MacOSX and a bug with the flash target.
CopperCube 1.2.0 released. Added support for WebGL and JavaScript, using CopperLicht.
CopperCube 1.1.3 released. Adds the option to open .ccb files with a click in the windows explorer and an .irr scene exporter.
CopperCube 1.1.2 released. Adds 2D overlays (to show 2D images, buttons, text displays and similar), transparent background rendering (wmode=transparent), new actions, and more.
CopperCube 1.1.0 released. Adds realtime 3D character animation.
CopperCube 1.0.6 released. Includes the new Event/Action system and Flash Player 10 3D capabilities.