Vicuna 2012.12

Download here

Since winter classes of INF4715 is resuming soon. Here’s a new drop of Vicuna. There’s not that much changes. Mainly, I’ve integrated D3D9 as the animation system and updated PhysX to version 3. As for the animation system, I am working to support a full animation pipeline from 3dsmax to the game. Also I am working on a LUA integration.

Here’s a shot of the latest version in action:

ChangeLog:

Added a custom exception handler to dump the exception in the log file.
Added alpha testing to shadow maps
Added an animation Fixed applying bone transforms
Added event system Added component system
Added physic to barrel in the room
Added pivot support to the exporter
Added some production scripts
Added the ability to see which render nodes are in the frustum view
Adds logger
Adds new D3D9 model loader
Adds render state block support Removes some D3D9 dependencies in GameApp 
Adds Unicode support to logger
Building new interior scene
Creates VCNAnim project
Defines UNICODE in Release for VCNTests
Delete big 3rd party installer
Fixed camera cross product using proper left hand system
Fixed compilation error
Fixed mesh bounding sphere computation 
Fixed point light bounding sphere computation 
Fixed shading modes (use F3 to toggle modes)
Fixed skinning homogeneous coordinate (was causing unwanted scaling) 
Fixes compilation
Fixes fullscreen mode
Fixes includes
Fixes node deallocation
Fixes scaling of physic static mesh Tries another physic simulation loop 
Fixes some leaks
Makes VCNTests use Unicode
Many NRVO optimizations
Many optimizations
Merged littexture shader and effect (only one remaining)
Merged terrain shader and effect
Minor tweaks
Moved solutions files to Build/
Moves 3rdparty MessageBox library to the 3rdparty/ folder
Optimized matrix GetRotation
Optimized particle core by 20X
Reduced the size of VCNNode from 260 bytes to 184 bytes
Refactor precompiled headers Adds a performance graph to track performance results through revisions
Refactored shader/effect code for simplification (no more D3D9 dependencies other than in VCND3D9)
Refactored the animation system a bit Changed the terrain static mesh
Refactored Vector classes
Refactored view normal matrix usage Optimized VCNRenderNode size from 272 bytes to 208 bytes
Refactors Awesomium handles
Removed ambiguous matrix * vector operator
Removed file prefix VCN
Removed SSAO effect
Removes an unneeded copy of the Awesomium rendering buffer (save ~5 FPS)
Removes some D3D9 dependencies in GameApp
Renames AnimatedNode to AnimationController
Renames shaders Adds support for mesh skins
Reversed matrix multiplication order (i.e MVP = M * V * P)
Reverted the PhysX simulation loop, was causing issue in FINAL
Separated the shadowing effect of the terrain to a second configurable pass.
Updated sun directional shadow map region
Updates AntTweakBar to version 1.14
Updates Awesomium to 1.6.4 Adds a simple test to call javascript Adds Awesomium C++ object handles
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