Crimild v4.2 is Live!

Finally! Crimild v4.2 has just being published

This marksĀ the second release this year which means I earned some sort of achievement, right?

This new version includes a lot of new features and changes like Metal support in iOS/tvOS, skeletal animation, math improvements and streaming (yes, that’s back too), just to name a few. As usual, the API changed quite a bit to reflect these new features and some other ones have been deprecated or removed.

Download the new version here or clone the master branch.

Check out the full release notes here

  • Math
    • Return best match in intersection test
    • Implemented pow function in numeric
    • Implemented times function in Matrix and Vector to perform element-wise multipliciation
    • Added method in Ray class to compute interpolated point in ray
    • Fixed polynomial root solver bug
    • Added helper constants in Vector class for known vectors
    • Improved numerical methods
    • Fixed Quaternion SLERP interpolation
    • Allow transformations to be created form a 4×4 matrix
  • Core
    • Implemented NonCopyable classes (replacing CRIMILD_DISALLOW_COPY_AND_ASSIGN macro)
    • Implemented simple low-overhead RTTI facilities
    • Improved SkinnedMesh animation
    • Implemented streaming for objects in a scene
    • Fixed concurrency problems with render queues.
    • Fixed cloning for skinned mesh
    • Fixed FileSystem base directory bug
    • Check if message dispatcher instances are valid before invoking them
    • Implemented ArcPrimitive
    • Save skinned mesh (if any) when updating render state for a scene
    • Avoid discarding groups on culling pass.
    • New particle system
    • Implemented progress callback for animations. Fixed time for animation reset
  • Rendering
    • Implemented StandardRenderPass
    • Deprecated ForwardRenderPass
    • Deprecated BasicRenderPass
    • Implemented PostRenderPass for post-processing
    • Moved render passes to their own folder
    • Implemented ColorMaskState for occluders
    • Create and configure the screen buffer as early as possible
    • ForwardRenderPass will compute shadow maps in all platforms
    • Fixed shadow map shaders
    • Generate auxiliary FBOs on Renderer setup and store them in asset cache
    • Use GLEW from sources instead of as a submodule
    • Fixed directional lighting rendering issue
    • Improved debug render tools
    • (Experimental) Metal support on iOS/tvOS
  • Simulation
    • Clear AssetManager when stopping a simulation
    • Improved deinitialization for simulation and subsystems
    • Implemented axis state in input facilities
  • Scripting
    • Enable/Disable verbose logging for scripting from CMake
    • Improved light support on lua scene builder
    • Build new particle system from Lua script
    • Enhanced Lua builder to support physical entities
  • Audio
    • No changes
  • Physics
    • Fixed ground check for rigid bodies
    • Implemented function to detect ground collisions in rigid bodies
    • Implemented standard colliders for physical objects
    • Improved rigid body configuration for physical objects
    • Allowed to apply linear velocity to bodies during simulation
  • Testing
    • Fixed existing tests
    • Implement new tests for streaming
    • Modified CMake scripts to include GTest cases

 

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