Crimild v4.8.0 is out!

Crimild v4.8.0 is already available for download here!!

This new version, which is the first one of 2018, includes many new features and improvements, paving the road for the next major release for Crimild (hopefully later this year).

Key Changes

Coding

Introduced in this new version is the new Coding system. By implementing the Codable interface, objects can be encoded to and decoded from many different formats, including binary (particularly useful for production builds), Lua scenes (that can be used for data-driven scene creation) and any other custom format you need.

Here’s how the Node class implements the Coding interface:

void Node::encode( coding::Encoder &encoder )
{
   Codable::encode( encoder );
 
   encoder.encode( "name", getName() );
   encoder.encode( "transformation", getLocal() );
   encoder.encode( "worldTransformation", getWorld() );
   encoder.encode( "worldIsCurrent", worldIsCurrent() );
 
   containers::Array< SharedPointer< NodeComponent >> cmps;
   for ( auto &it : _components ) {
     if ( it.second != nullptr ) {
       cmps.add( it.second );
     }
   }
   encoder.encode( "components", cmps );
}

void Node::decode( coding::Decoder &decoder )
{
   Codable::decode( decoder );
 
   std::string name;
   decoder.decode( "name", name );
   setName( name );
 
   decoder.decode( "transformation", local() );
   decoder.decode( "worldTransformation", world() );
 
   crimild::Bool worldIsCurrent = false;
   decoder.decode( "worldIsCurrent", worldIsCurrent );
   setWorldIsCurrent( worldIsCurrent );
 
   containers::Array< SharedPointer< NodeComponent >> cmps;
   decoder.decode( "components", cmps );
   cmps.each( [ this ]( SharedPointer< NodeComponent > &c, crimild::Size ) {
     attachComponent( c );
   });
}

The Coding system is an evolution of both the Stream system and the SceneBuilder pattern. Up until now, supporting loading a scene from a binary file or a Lua script required a lot of redundant code. The above code handles both formats (an any other Encoder/Decoder implementation) in a common interface.

Please note that the Stream, SceneBuilder, LuaSceneBuilder and all their related classes have been marked as “deprecated” and will be removed in later versions. 

Containers

The implementation of custom containers using the latest C++ features was long overdue. I’m happy to announce that included in this new version are working implementations for:

  • Array
  • List
  • Stack
  • Priority Queue
  • Map

The new containers support move semantics and traversing items by using lambda functions. In addition, they make use of the new ThreadModel policy to define how to handle concurrency.

Many new and existing systems already make use of these new containers. It is expected that the rest of the classes will be modified to work with these containers in later releases.

Please note that existing collections have been deprecated and will be removed in future versions.

Behaviors

Recently added to Crimild, behaviors are already a hot feature and are continuously being improved in each iteration. In this new version, all of the existing behaviors have been enhanced by supporting the new Coding system. No more individual builders and redundant code.

Scripting

With the introduction of the Coding system, most of the classes available in the crimild::scripting module have been rendered obsolete. The new version includes implementations for supporting both encoding and decoding scenes from Lua scripts and there is no need to maintain separated builders for the Core classes.

An much more…

Check out the complete Release Notes for this new version in Github!

Feel free to contact me if you have any issues or comments. Feedback is always welcomed!

 

 

 

 

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Crimild v4.7.0 is out!

Crimild v4.7.0 has just been released!!

This new version includes several new features like the new Audio tools or an improved navigation controller, as well as which is probably the most important one: Behavior Trees.

Behavior Trees are an incredible powerful tool for defining dynamic behaviors for intelligent agents in our simulation based on simple actions and decisions. I’ll be talking about this new feature in length in later posts, since I’m really exited with the results so far.

Other improvements and fixes included in this release:

  • New LineSegment class in math library
  • Fixed particle sorting
  • Path finding support for navigation controllers
  • Other fixes

Check out the full release at Github!

All demo projects have been updated to use the latest release. Make sure to check them out!

Finally, this have been an amazing year for me and Crimild. Special thanks for my Number 1 Fan for her incredible support and constant feedback, challenging me to become better and better every day.

And yes, I have a lot of plans in mind for next year. Many new features and improvements… and lots of refactors, as usual 🙂

Happy New Year!

Hernan

 

Crimild v4.6.0 is out!

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.

Screen Shot 2017-09-03 at 7.30.49 PM

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.

Screen Shot 2017-07-30 at 4.32.11 PM

Thanks!