Crimild v4.6.0 has just been released!!
This new version includes the long awaited Navigation Mesh support. Now you can have characters running around your scenes without them walking through objects and walls.
Other improvements and fixes included in this release:
- Version control for streams
- The particle system update can be pause and resumed
- The Console now supports for a command history
- Composite render passes
- OpenGL Core Profile 3.3 by default
Check out the full release at Github!
All demo projects have been updated to use the latest release. Make sure to take a look at the newest Navigation demo to see nav meshes in action.
Finally, if you haven’t done it yet, check out The P.U.R.G.E. Protocol, a game developed in under 48 hours for the latest Ludum Dare Compo using Crimild, of course.
Happy New Y…. ok, ok. Moving on.
Remember when I said I wanted to make “smaller releases more often“. Well, here’s the second one in 2017: v4.4.1
Before you ask, yes, there was a v4.4.0 that was released yesterday, but the newest one contains some last minute fixes and I thought it was appropriated to make a minor release just to include them.
Anyway, the major features available in this release are the improvements for offline rendering and multi-camera setup that I described in the previous post.
Also related to rendering, the Depth of Field effect has been improved to… well, to work correctly this time, using actual photography parameters. Check this out:
On the other hand, nodes in a scene are now updated in parallel thanks to the concurrency tools available since v4.3.
As usual, expect some other minor fixes and improvements as well. Check the full release notes for the newest version here.
Oh, and this time I did remember to update the demo projects in order to handle the latest changes, too.
New year, new release!
You might have noticed that the new version contains less
refactors features than previous ones, but the idea is to keep new versions as small as possible from now on. That means there should be new releases more often (did I just have a deja-vu?)
Anyway, version 4.3 contains two big new features:
The new Job System has been fully integrated with the Simulation framework to provide task concurrency wherever we might need it. As I’ve mentioned before, we can now schedule jobs and wait for them (and their children, if any) to complete before moving on. This will be particularly useful when implementing the parallel renderer in Vulkan sometime this century.
Also in this episode, Render Queues have been changed to sort objects based on their type. Translucent objects are now being sorted in a back-to-front fashion automatically. That’s right, I changed my mind again.
Additionally, I made the Ray Tracer part of the Core library too and it’s taking full advantage of the new concurrency tools. It still lacks a lot of features, true, but I’ll definitely be doing some improvements during the year (provided my Project Manager allows me some free time from the other stuff).
That’s it. Check out the new version in Github where you’ll see the whole list of changes and have a great year!