« on: October 03, 2010, 08:56:53 AM »
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The NeoAxis Group has released a new version of it's NeoAxis Game Engine.
This release fixes major bug with Regions in Map Editor.
Changes since last release:
* WPF support. Framework for WPF applications with example (WPFAppExample.exe).
* Game: DebugGeometry is no longer used for object selection. New method projects to screen GUI renderer. Visual upgrade compared to old method, looks much nicer.
* WindowsAppFramework.dll has been renamed to WinFormsAppFramework.dll.
* WindowsAppExample.exe has been renamed to WinFormsAppExample.exe.
* Bug fix: Major bug fix with Regions in Map Editor. Cannot change scaling of regions.
* Parallel-Split Shadow Map (PSSM) technology has been added.
* Full support of point light shadows. Shadows are based on cubemaps now.
* Web Player 1.3. Networking support.
* Binaries for 64-bit systems.
* Visual Studio 2010 and .NET 4.0 support.
* Advanced GUI features. See video
* 3dsMax and Maya 64-bit versions support. 3dsMax 2011 support. Maya 2011 support.
* COLLADA mesh format support.
Nulstein is a to-scale model of a game engine that aims to do most of what it is a game engine does using the a minimal amount of code. This came up while interacting with the demoscene and seeing that toying with a small code base is a good way to try things out quickly, make experiments, and start all over again every time you want. The project’s motto is “if it is rocket science, you need Einstein. If not, nulstein should do.” Climb on the shoulders of this giant and try to do something as simple as possible (but not simpler).
Developer Dan Baker explained us how DirectX 11 enhances not only the visual appeal of the new strategy game Sid Meier's Civilization 5 but how its direct compute abilities contribute to the game's performance. Also he explains, how Civ 5 is a little further developed than PCs are.
During development of Unity 3.0, I was not-so-pleasantly surprised to see that our cross-compiled shaders run slow on iPhone 3Gs. And by “slow”, I mean SLOW; at the speeds of “stop the presses, we can not ship brand new OpenGL ES 2.0 support with THAT performance”.
Whether you're a filmmaker, animator, or video post-production professional in a multi-national media studio or in a local events video agency, producing outstanding work is only part of your mission. You're also tasked with doing it faster.
The papers in today's Dispatch discuss tools and systems that not only help you create stunning work, but help you do it more efficiently.
The Result: same-day edits, improved post-production processes, and the opportunity for more profitability through increased productivity.
• In Knocking Down Workflow Roadblocks with Creative Suite* 5 Production Premium, Jacob Rosenberg, chief technology officer of the Bandito Brothers studio, tells how running native 64-bit Adobe CS5 applications on Intel® Xeon® processor-based workstations significantly reduced the time for encoding and rendering files, changed their workflow, and enhanced their business.
• Looking for a tool to help you decode MP4 video effectively and efficiently? Dive into the code in the MP4/AVC Decode Using the Intel® Media SDK white paper to learn how the Intel® Media SDK can help.
Temporal anti-aliasing algorithms are algorithms where you use samples from previously rendered frames in order to perform a temporal form of supersampling. There are different ways to implement temporal AA...
The perspective matrix jittering temporal AA is easy to implement, cheap and provides anti-aliasing qualities similiar to SSAA 2x. However, the current implementation suffers from distracting screen blurring once the camera starts moving. I haven’t really read up on temporal reprojection yet, but it might be interesting to implement AA using it and see how the results compare to this implementation.
This month’s build of UDK features significant additions, including:
· UDK users now have access to the gameplay profiler tool.
· Matinee’s movement tracks can now be split into individual translation and rotation components.
· Users can bulk edit texture properties within the Content Browser.
Added the NVIDIA Quadro 6000, 5000 and 4000 graphics cards.
Updated the specifications of the NVIDIA Quadro FX 3800 graphics card.
Updated the specifications of the NVIDIA Quadro FX 1800 and FX 1700 graphics cards.
Updated the specifications of the NVIDIA Quadro FX 580 graphics card.
Updated the specifications of the NVIDIA Quadro FX 380 LP and FX 380 graphics cards.
Removed the NVIDIA Quadro FX 5900 (Future) graphics card.
No. of cards: 126
You can download the Bullet 2.77 from the usual place at http://code.google.com/p/bullet/downloads/list (based on svn revision 2218)
The main new feature is the OpenCL and DirectCompute hardware accelerated cloth simulation.
Thanks to Lee Howes from AMD for this contribution and thanks to NVIDIA for a Fermi GTX 470 GPU for compatibility testing!
We have done a lot of work to streamline OpenCL development for various platforms. We can debug OpenCL kernels using MiniCL, a simplified OpenCL replacement that compiles kernels using the regular C/C++ compiler. The demos can be compiled using OpenCL 1.0 and 1.1 using the most recent AMD and NVIDIA OpenCL SDKs for Windows and Linux as well as Mac OSX. A lot of work went into tweaking the CMakeLists.txt for the cmake build system so it works nicely with various OpenCL SDKs cross-platform. We also used a modified version of CMake to generate Visual Studio project files that we distribute, using relative paths and environment variables etc. The OpenCL kernels are embedded in the executable by default, but they can also be loaded from disk.
There is also a DirectCompute cloth implementation for Microsoft DirectX11. You can see Lee Howes presentation at MSDN here
* OpenCL & DX11 cloth simulation as part of BulletSoftBody. See Bullet/Demos/OpenCLClothDemo and Bullet/Demos/DX11ClothDemo. This is an initial implementation, and there is no support for collision detection or other advanced features yet.
* New btParallelConstraintSolver as part of BulletMultiThreaded. Although mainly targetting PlayStation 3 SPUs it also accelerates multi-core PCs. See Bullet/Demos/MultiThreadedDemo or get the spubullet-2.77 from PS3 Devnet.
* Many more bug fixes and minor features.
Check out the precompiled Windows executables in the download section.
Some related news:
* We forked the 3ds Max plugin, replacing PhysX by Bullet. It is open source under the MIT license and it supports .bullet export. See http://dynamica.googlecode.com for source and precompiled versions.
* OgreKit is a new open source framework that makes very easy to develop using Bullet, Ogre, OpenAL and Lua. It directly reads Blender .blend files and works on Windows, Linux, Mac OSX and iPhone/iPad. See http://gamekit.googlecode.com
* Cinema 4D release 12 has improved support for Bullet, including constraints and their improved soft body implementation. Cinema 4D 12 also supports .bullet export. Download a free trial demo here: http://www.maxon.net
Feedback is welcome,