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Features of CopperCube

CopperCube is a 3D authoring tool. You can create interactive 3D scenes without programming, or even create whole games.

Terrain editor

CopperCube includes a terrain editor. 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.

First class WebGL support

CopperCube generates highly optimized, fast and small WebGL apps. In constrast to other products, where the JavaScript files might get several dozen MB in size, the JavaScript file for CopperCube is just 182 KB in size (version 5.0). And includes all features. This means WebGL apps created by CopperCube download quickly, start fast and run fast.

On top of that, the WebGL engine is open source and well documented.
webgl support

Windows, Mac OS X, Android, iOS and more

With CopperCube, you can create apps and/or 3D websites - without programming:
  • WebGL websites (.html)
  • Windows (.exe) apps
  • Mac OS X (.app) apps
  • Android (.apk) apps
  • Flash websites (.swf)
WebGL pages created by CopperCube run basically everywhere, even on Apple's iOS, starting with version 8. Of course, apps created with CopperCube can freely be sold.
CopperCube on Android Device

Realistic Realtime Water

CopperCube supports rendering realistic looking water surfaces on all targets. Higly customizable, you can create everything from it:
  • Lakes
  • Rivers
  • Oceans
It even works quite fast on slow targets such as WebGL. Water color, transparency, flow direction, wave shape and more can be adjusted easily.

Single Click Web or App Deployment

Want to show your 3D scene directly on your website? Not a problem:
  • Import your 3D files into CopperCube
  • Edit your scene in the editor
  • Select 'WebGL' or 'Flash' and click 'Publish'
  • Done!
Want to create a Windows .exe or Mac OS X .app instead? Or an Android mobile app? Select that target and click 'Publish'. That's it!

Particles, 2D Overlays, Normal Maps, Effects

CopperCube includes all the features you need to create games: For making user interfaces, buttons, texts and images, it includes the possiblity to create 2d overlays. The text can be dynamically changed and the images can be animated or replaced during runtime. CopperCube also supports particle effects for creating complex particle simulations, creating effects like: fire and smoke, rain and snow, water fountains and more. And again, all this works without programming.

No Programming necessary

To make your 3D scenes interactive, you can utilize CopperCube's simple click-only event/action system:
You can easily define actions which should happen (like playing a sound, opening a website, showing an item etc.) when an event happens (like the user clicked on an item or reached a certain area). No programming needed here.

Built-In Light Mapper

The CopperCube editor has a built-in lightmapper which can enhance the appearence of your 3D scene greatly. Just place a few lights and click 'calculate'. The lightmapper even features global illumination effects and is very simple to use.

Game AI and first person shooter behaviors

Wether you want to create a simple 3D game, a complex, epic adventure, or a first person shooter: CopperCube includes precreated game AI behaviors and actions, since CopperCube version 2. No need to program anything, just click your game characters and enemies together.
fog indoor

Character Animation

CopperCube supports realtime 3D animation. It supports playing back animated meshes with an unlimited amount of joints and an unlimted amount of weights. CopperCube can do realtime animation blending and attach any object to any joint. You can model and animate characters using any 3D software, export it into one of the supported file formats and then import them into Coppercube.
The editor also includes a simple animation editor, to cut and define named animation cycles. See details in the Animation Documentation.
fog terrain

Scripting Support, Shader Programming

To make your 3D scenes even more interactive, you can utilize scripts and and influence every aspect of the whole scene.
  • You can use Javascript on all publishing targets, using the same scripting API.
  • When publishing as Flash .SWF, you can additionally use ActionScript.
  • When using the WebGL target, there is an additional second JavaScript API available, in case you want access WebGL directly.
  • You can create own materials using the shader programming API.
There is a full reference of all scripting functions and several tutorials and examples in the Coppercube Documentation.

Oculus Rift support (DK1 and DK2)

With CopperCube, you can create virtual reality worlds with just one click. Since version 4.5, the Professional edition of CopperCube supports the development version of the Oculus Rift Headset: simply check the 'Oculus Rift support' checkbox in the editor, and whereever you are using a first person shooter style camera in your app, the user has full control over it using the Rift. Supported is DK1 and DK2 (beta).
See the documentation page for details.
You can try a DK1 demo of this in action here: CopperCube Oculus Rift demo (25 MB)
CopperCube a 3D engine for Flash and Windows

Procedural Tree Generator

CopperCube includes a procedural Tree generator, so you can make your own 3D Tree models quickly.
The generated trees are optimized for realtime 3D rendering and have a low amount of polygons, but look very nice anyway. After generation, they can be still customized and edited freely.

Integrated Texture Packer

CopperCube includes a built-in texture packer, which is useful if you are using 3D models (for example downloaded from the web) which weren't optimized for games. Most of 3D models available online have lots of textures applied to them, which slows down your game while rendering. You can simply right-click such a model in the editor, and select "Modify -> Pack all textures of selection into one", which will optimize your 3d model automatically, and make it download more quickly and render much faster.
texture packer

Physics engine

In addition to the default, blazingly fast collision and repsonse system built into CopperCube, the Windows .exe and Mac OS X .apk targets include a full physics engine. There is a 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.

Video Playback

The professional edition of CopperCube 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. See details in the Video Documentation.
A demo of this feature in action can be viewed here.
video playback

Open Source

The whole WebGL code is open source. You can freely change, adapt, debug and extend it.
Additionally, users of the Professional Edition can also download and the Android client source code, and adapt it according to their needs.
android source

Supported File Formats

CopperCube supports the following file formats:

Format ImportExport
AutoCAD exchange files (.dxf)yes-
3D Studio ASE files (.ase)yes-
3D Studio meshes (.3ds)yes-
Alias Wavefront Maya (.obj)yesyes
B3D files (.b3d)yes-
Blender files (.blend)yes-
Cartography shop 4 (.csm) yes-
COLLADA (.xml, .dae)yesyes
DeleD (.dmf)yes-
FSRad oct (.oct)yes-
FBX (.fbx)beta-
Irrlicht static meshes (.irrmesh)yesyes
Irrlicht scenes (.irr)-yes
Lightwave 3D meshes (.lwo)yes-
Microsoft DirectX (.x)yes-
Milkshape (.ms3d)yes-
My3DTools 3 (.my3D)yes-
OGRE meshes (.mesh)yes-
Pulsar LMTools (.lmts)yes-
Quake 3 levels (.bsp)yes-
Quake 2 models (.md2)yes-
Raw heightmaps (.raw)yes-
16 bit raw heightmaps (.r16)yes-
Floating point raw heightmaps (.r32)yes-
STL meshes (.stl)yesyes
Stanford Polygon Lib files (.ply)yes-
Truespace files (.cob and .scn)yes-

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