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CopperCube 3.0 released
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[quote][b][/b] wrote: Detailed change list: - Dynamic light is now supported on all targets, including WebGL and Flash (molehill version only). On those two platforms, up to 4 dynamic lights are used per model at the same time, but you can of course use more than that in a scene. - CopperCube now supports plugins. The creation and using of little helpers in the editor to make your work easier. Plugins can manipulate 3d geometry in the scene, import 3d file formats, setup and modify 3d scenes, adjust material settings and more. Plugins are written in JavaScript, there is a page about this including some examples in the documentation. - The scripting language for the Mac OS X .app and Windows .exe targets is no longer Squirrel: It has been replaced by JavaScript. The API (the function names and calls) are still the same and converting to JavaScript should be easy, because the syntax is very similar. Squirrel is no longer supported. - There is now a new main tab in the editor, named 'Polygon Editing'. It contains tools to edit triangles, points and UV coordinates of static meshes. It is intended to be used to correct errors in imported models, but can also be used as Low Poly modelling tool to create new 3d models from the ground up. - The lighting model in CopperCube has been redesigned. Lighting also now works perfectly when using OpenGL, and looks the same on D3D as on OpenGL. Due to these various dynamic light updates, the lightmapper also has been updated to match the new calculation methods. If you are reusing an old scene from CopperCube 2, you probably need to update the radius setting of your lights. - There are a lot of new functions in the API for the Mac OS X .app and Windows .exe targets, for example for accessing and manipulating the 3D geometry (vertices, texture coordinates etc) of the scene. See the javascript reference in the documentation for details. - The WebGL target now supports audio output. 3D sound as well as playing sounds via Actions works. 3D sound is still a bit limited due to shortcomings in the HTML 5 audio API. - When publishing to WebGL, Internet Explorer is now supported as well. Although this browser doesn't support WebGL, you can run your apps now perfectly using the IEWebGL plugin. There is also now a copperlicht_ie.js file available on our website to help you using CopperLicht in InternetExplorer, see the FAQ for this. - There is now the option to show a frames per second counter for all targets. See the 'general' page in the publishing options for this. - All materials can now be double-sided. For this, there is an 'Advanced Settings' option now in the material window for each channel. Note: This has only effects on rendering, collision will not be affected by this. - Because the scripting language for the Mac OS X .app and Windows .exe targets is now JavaScript, the "Execute JavaScript" action now also works there. - The wire frame mode in the editor now has been a bit cleaned up and looks nicer. - The default publishing setting when using the Flash target is now Molehill/Stage3D. You can however switch to the old (and slow) Flash player rendering in the publishing settings. - There is a new action to load an store variables. In this way, you can create simple 'savegames' for your apps. - The model viewer camera behavior now has the option so specify a sliding value, so that the camera still slightly moves when the mouse has finished moving. - The third person camera now uses much less performance for its collision detection and also works much better now in indoor scenes, especially when it collides against nearby walls. Additionally, it doesn't shake anymore when positioned between two very close walls. Note: if you are using a third person camera from a previous project, remove the 'Collide when moved' behavior from the camera. For the 'third person camera style controlled' behavior, there is now a checkbox 'collides with world'. (continued below)[/quote]
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