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Brume 1.5 released !

PostPosted: Sun Jan 21, 2007 12:00 am
by Silmaryls
It took me longer than I thought but it's finally there !

http://sourceforge.net/project/showfile ... _id=131200

Here is the list of changes :

TriMesh collision support
    - generation of collision shapes from a Mesh hierarchy
    - Physics/collisions or just collisions for all Brume objects and Meshes
    - OnCollision event added to BrumeObject
    - added methods to move back on collision
    - Possibility to attach invisible objects with collision shapes to existing objects (camera, ...)

General physics
    - Physics classes can be overriden to access to all parameters (and even ODE internals)
    - Physics & collisions are now FPS independent


Shaders implementation (in progress)
    - vertex and pixel shaders support
    - dynamic load/compilation in debug mode(just modifiy your shader file and come back to Brume window)
    - added BrumeVector4 class
    - tested with : ambient/diffuse/specular lighting, bump mapping, parallax mapping, cartoon shading (cell shading), static environment mapping

Other
    - new textures implementation (now using new operator). Added Cube and Volume textures support.
    - fixed memory leaks on textures
    - optimization on skeletal animations (added a cache for element objects)
    - added Bart Van Haaff contribution about Graphics on texture (using GDI api to draw on textures)
    - BrumeSound.RewindWav method added (Guest user contrib)
    - included debug dll in release

Known issues
    - ODE Tri mesh with scales don't work (collision shapes are not scaled in ODE). Just be sure that your object's main scales remain to (1.0,1.0,1.0)
    This can be checked in .X files : just look at the frame matrix -> M11, M22 and M33 should be set to 1.0. If not you can change it by editing your mesh with you favorite 3D tool.
    For example : in Blender (Transform Properties Panel, N shortkey), the ScaleX,ScaleY,ScaleZ must remain at 1.0, 1.0, 1.0, but DimX,DimY,DimZ may be whatever you want
    - ODE Tri mesh collisions with physics body may have strange behaviour if not tuned (same problem with ODE wrapper samples if you attach a body to a TriMesh geom -> the mesh falls through the ground)
    - Objects with shaders do not reflect very well (when using BrumeMirror object)



Ice Cube and Pipo Framework were upgraded to v1.0.1 in order to support this new version.
Tutorials were also updated (not too much changes).

I will start to document the new Physics & Collisions features in the wiki.

Enjoy !
Silmaryls

PostPosted: Sun Jan 21, 2007 2:15 am
by rubbish
exciting! :lol:

PostPosted: Sun Jan 21, 2007 2:08 pm
by AFW2006
Great Work Silmaryls ........