Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon


9. August 2016

 

Urho3D just released version 1.6.  Urho is an open source C++ powered 2D/3D game engine released under the MIT open source license.  If you are interested in learning more I featured it in the Closer Look series quite some time back.

 

Urho3D brings several new features, changes and fixes including PBR rendering.  Here are the details from the changelog:

Changelog
  • Physically based rendering shaders, techniques, renderpaths and example materials / demo scene.
  • AngelScript support on Emscripten and 64-bit iOS, based on generic bindings.
  • JSON load/save option for scenes, nodes and materials.
  • Tags added to nodes & UI elements.
  • EventProfiler subsystem.
  • Improved mouse mode handling on Emscripten.
  • Texture2DArray class added.
  • RibbonTrail class added.
  • Variance shadow mapping option.
  • Normal offset option as an alternative to reducing self-shadowing artifacts.
  • Arbitrary (freeform) vertex declarations. Legacy bitmask based vertex declarations emulated using them.
  • API-independent graphics class headers. Should ensure Urho library ABI compatibility between builds made on different APIs.
  • PackageFile support also on Android from within the .apk.
  • Optional additive animation blending mode. Based on calculating difference from the bind pose on the fly.
  • Directional billboard mode.
  • Fixed screen size option for billboards & Text3D.
  • Rendering scale added to UI.
  • Context-wide global variable implementation. Replaces the previous script-only global variables mechanism.
  • Aggregate initializers for containers.
  • C++11 binding to Urho events using std::bind.
  • C++11 variadic template version of SendEvent().
  • 64-bit integer support in Serializer / Deserializer.
  • Template versions of math functions.
  • Container class API improvements.
  • SharedPtr / WeakPtr implicit upcasting support.
  • Matrix2 class.
  • Rename escape key name to KEY_ESCAPE for consistency with SDL.
  • Make keycodes lowercase for consistency with SDL.
  • API to get joysticks by name.
  • Detect number of CPU cores on Emscripten if possible.
  • Utilize SDLActivity’s get arguments feature.
  • Configurable minidump write location.
  • Engine parameter for enabling/disabling high DPI window mode.
  • Skip using the engine frame limiter on iOS when targeting 60 fps or above, to prevent erratic frame rate from sleep calls.
  • Text effect enhancements.
  • TmxFile2D & SpriteSheet2D improvements.
  • Sprite2D edge offset parameter for removing bleeding artifacts.
  • Drawable2D distance sorting.
  • Interpolation mode IM_NONE (no interpolation) added to ValueAnimation.
  • Segmented PhysicsWorld ray query for performance optimization.
  • Hit fraction added to physics cast results.
  • Allow custom collision shape subclasses & custom Bullet collision configuration.
  • Expanded data returned from NavigationMesh path queries.
  • Clone() added to Technique, ParticleEffect & ParticleEffect2D classes.
  • SetFontSize() added to Text & Text3D.
  • IntRect / IntVector2 setters & getters added to XMLElement.
  • TryAcquire() added to Mutex class.
  • Vector2 Angle() function added.
  • StringUtils ToInt() & ToUInt() take an optional base parameter.
  • Convenience function Context::CreateObject.
  • Convenience template version of ReleaseResource().
  • Allow Vector4 to substitute for Color in Variant::GetColor().
  • Additional Variant types can function as parameters for AngelScript function / method calls.
  • Improve FixedUpdate event to allow it to originate from either PhysicsWorld or PhysicsWorld2D.
  • Particle effect, animation playback & sound playback finish events.
  • CrowdAgent emits events also from its node.
  • Event sent after cloning a Node or Component is done.
  • b2Contact pointer added to PhysicsWorld2D collision events.
  • Execute DelayedStart() before FixedUpdate() if FixedUpdate comes sooner than the first Update.
  • Allow updating AnimatedModel’s bone bounding box manually.
  • Texture SetData() functions modified to use raw Image ptr for consistency and script bindings simplicity.
  • Graphics::SetDither() for controlling backbuffer dithering, relevant on mobiles with 16bit backbuffer.
  • Graphics::Draw() & DrawInstanced() overload with base vertex index.
  • UIBatch::AddQuad() with arbitrary positions & UVs.
  • Use glReadPixels() to get pixel data from rendertargets on GLES.
  • Highp precision used for GLES shadows.
  • Change deferred shaders to use proper world space to be easier to understand.
  • Send ElapsedTime uniform to UI rendering.
  • Allow overriding culling mode in a pass.
  • SendEvent renderpath command that can be used to interleave custom low-level rendering.
  • TRANSLUCENT lighting option in shaders, which takes absolute value of N dot L.
  • NOUV shader option added for D3D11 compatibility when model data does not contain UVs.
  • Buffer variants supported as shader parameters; will be interpreted as an array of floats.
  • View & inverse view uniforms supplied to shaders. Obsolete camera rotation uniform removed.
  • Skydome shader & technique added.
  • Optional object index vertex attribute that can be used by custom instancing schemes.
  • Optional additional per-instance Vector4 data, supplied to the shaders as extra texcoords.
  • Logging of D3D9 / D3D11 HRESULTs and proper failure check discipline for D3D object creation.
  • Improved occluder sorting.
  • Optimize to not render invisible View3Ds.
  • Optimized Image::Clear() for RGBA case.
  • Optimized SinCos() function added to speed up e.g. billboard calculations.
  • Optimized IsPowerOfTwo() function.
  • Optimization to amount of Frustum::UpdatePlanes() calls in rendering.
  • Update to Civetweb 1.7.
  • Update to GLEW 1.13.0.
  • Update to libcpuid 0.2.2.
  • Update to LuaJIT 2.1.0.
  • Update to LZ4 r131.
  • Update to nanodbc 2.12.4.
  • Update to pugixml 1.7.
  • Update to SDL 2.0.4.
  • Update to SQLite 3.13.0.
  • Update to stb_image 2.12, stb_image_write 1.02, stb_rect_pack 0.08 & stb_vorbis 1.09.
  • Use Readline library if available for Lua & SQLite.
  • Generic ARM on Linux platform support.
  • Android NDK r11 & r12 support.
  • Reduce exposure to SDL headers from Urho’s headers.
  • Support for Codelite CMake invocation.
  • Improved multiarch support in auto-detection.
  • Scaffolding rake task improvements.
  • Build speedup improvements.
  • Avoid SDL when building mini Urho3D for PackageTool.
  • Avoid hardcoding sample list in build script.
  • Output option in PackageTool.
  • Enhance Urho3D-CMake-common module to auto find Urho3D library.
  • Automatical bumping of year in the source code when crossing to a new year.
  • Move to use subtrees for some thirdparty libraries.
  • For downstream use: auto detect Urho3D lib type from build artifact.
  • Refactored mechanism to detect CPU instruction extensions for build.
  • Set PCH flags at target level, not compile unit level.
  • Perform cleanup when installing headers to the build tree.
  • try_run logic to auto-discover build options.
  • try_compile mechanism to verify ABI compatibility of found Urho3D library.
  • SDL build options added: PulseAudio, EGL, Wayland, Mir.
  • LuaJIT related build fixes.
  • Eliminate the need for KNET_UNIX define.
  • Enable class index in documentation.
  • Editor: if original node selected when pasting, do not paste as its child, but rather behave similarly as if performing a Duplicate action.
  • Editor: particle editor improvements.
  • Editor: node & UI element tag editing.
  • Editor: use fixed size billboards for the debug icons.
  • Editor: add gamma correction & HDR rendering toggles.
  • Editor: reorder components, nodes & UI elements by holding down Ctrl when drag-dropping.
  • Editor: fix sharp edges in UI when opacity is reduced.
  • Editor: fix “is enabled” checkbox moving to wrong location when node is edited.
  • AssetImporter: allow saving animations without actual skinned geometry.
  • AssetImporter: allow saving a subset of an animation.
  • AssetImporter: generate non-deforming skinning information when a model has non-skinned subgeometries.
  • AssetImporter: support multiple color & UV channels.
  • Fix various missing script bindings & missing export specifiers for classes.
  • Fix various uninitialized variables.
  • Fix hardware shadow support always returning false on OpenGL after the Graphics headers refactor.
  • Fix wrong UV index in drawable OBJ export.
  • Fix backbuffer not getting cleared when just UI & texture viewports are being rendered.
  • Fix DirExists() on Android.
  • Fix potential crash when using MessageBox from C++.
  • Fix erroneous fog shader uniform being set in some rendering cases.
  • Fix serialization of localized Text elements.
  • Fix use of deprecated usleep() function in favor of nanosleep().
  • Fix UI slider knob behavior when it’s fixed size.
  • Fix toggling mouse visibility right at application start.
  • Fix instancing in HLSL water shader.
  • Fix Android / iOS reporting mouse as grabbed.
  • Fix update event subscription in Material class.
  • Fix window getting maximized after fullscreen -> windowed change on Windows + SDL 2.0.4.
  • Fix bogus SDL joystick registration on Android.
  • Fix AngelScript ScriptInstance variable hot reload. Removes the need for a specific implementation from the editor.
  • Fix OgreImporter animation save & Jack’s walk animation.
  • Fix incorrect enemy orientation on spawn in NinjaSnowWar.
  • Fix insertion of further drawable updates during threaded drawable update.
  • Fix runtime DLL not being installed to tool directory.
  • Fix Emscripten performance loss due to enabling SSE mode incorrectly.
  • Fix ODBCConnection compile error on windows.
  • Fix incorrect terrain index data generation.
  • Fix AssetImporter to handle potential multiple root node situations better.
  • Fix incorrect 2D drawable culling optimization.
  • Fix transform applying order for parented 2D rigidbodies.
  • Fix incorrect rendering caused by not updating shader parameter has when a material is cloned.
  • Fix FileWatcher getting in stuck on read() on Linux.
  • Fix WorldToHeightMap() in Terrain.
  • Fix 2D particle emitter potentially causing memory overwrite by emitting more particles than allocated.
  • Fix culling issues when non-master AnimatedModels are larger than the master.
  • Fix potentially incorrect viewport update order.
  • Fix D3D11 dynamic textures to use only 1 mip level, as more does not work.
  • Fix SDL Windows-specific mouse move internals not working in some cases (e.g. without Aero) leading to wrong relative mouse input.
  • Fix basepath not being applied to file entries in PackageTool.
  • Fix initial position of kinematic rigidbodies after being loaded.
  • Fix temporary AnimatedModel’s bones to be temporary as well.
  • Fix SSE / ABI incompatibility related crashes with Bullet.
  • Fix HasSubscribedToEvent() missing from scripting.
  • Fix UI scrollbar snap epsilon attribute default value.
  • Fix error in DropDownList serialization.
  • Fix String::DecodeUTF16().
  • Fix deploying .pak files to Emscripten samples.
  • Fix UI style late applying when a child element is added.
  • Fix CustomGeometry bounding box update when committing new data.
  • Fix sprite textures to use clamp addressing by default instead of wrap.
  • Fix depth test potentially disabled in OpenGL by third party programs such as MSI Afterburner (re-enable every frame.)
  • Fix writing rendertarget inverse size uniforms incorrectly (Vector2 instead of Vector4.)
  • Fix off by one error in mipmap data size counting.
  • Fix FindUrho3D CMake module behaving incorrectly when called more than once.
  • Fix PhysicsWorld::GetRigidBodies() to use immediate contact test for static bodies.
  • Fix sampling of depth buffer in read-only mode on D3D11.
  • Fix ForwardDepth renderpath potentially missing depth clear on OpenGL.
  • Fix DropDownList placeholder text not auto-hiding when an item is selected.
  • Fix possible crash issue when exiting engine with background loaded resources still in queue.
  • Fix FindDirect3D CMake code for CMake old versions.
  • Fix issues with parented rigidbodies when moving them from code.
  • Fix math class equality operator in SSE builds on specific Visual Studio versions.
  • Fix ScreenToWorldPoint() to return the specified Z distance.
  • Fix vegetation shadow shader on D3D11.
  • Fix & simplify setup of the “universal” builtin target in iOS build.
  • Fix build system to install/package Emscripten shared js & data files.
  • Fix Application.h to be usable without other include files.
  • Fix lighting interpolator order in D3D11 shaders.
  • Fix node’s Z coordinate not retained in 2D physics movement.
  • Fix potential crash and performance issues in Octree raycasts by making them non-threaded; in practice the spin-up time for work items could override any threading benefits.
  • Fix missing DelayedStart functionality in LuaScriptInstance.
  • Fix point fill mode on D3D11.
  • Fix input focus loss when using an external window handle.
  • Fix missing D3D SDK search on VS2010 and earlier.
  • Fix ABI incompatibility in BoundingBox class depending on URHO3D_SSE flag.

Urho3D is available here.

GameDev News

blog comments powered by Disqus

Month List

Popular Comments