| Update - iPhone Demos, PSP Build, MSVC++ and Dreamcast |
| By Charles J. Cliffe,
on 01-02-2009 00:14
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Ahoy, some updates have been committed to SVN (revision 716) with working iPhone and PSP builds and new build files and demo applications for Microsoft VC++2008 and Sega Dreamcast. Two new iPhone demo application sources have been commited as well. First iPhone demo is BoxTower which is a simple bullet box stack test with touch support and UI triggering and the second is GravityRoom which is an accelerometer and touch controlled box stack in an enclosed space (control similar to PocketHoops). Build instructions and link resources are currently in the works for each platform (Mac/Windows/iPhone/PSP/Dreamcast) and will be available in the near future. Any questions related to active development should be directed to the forums for now. |
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| By Charles J. Cliffe,
on 23-11-2008 23:41
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The CubicVR Builder project is underway to provide a robust tool for creation and management of CubicVR scenes and content. Preliminary work can be compiled in OSX using the xcode_projects/Builder folder. Early development screenshots are up but stay tuned for more in the Development Screenshots section. |
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| By Charles J. Cliffe,
on 23-11-2008 23:31
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The current SVN contains preliminary support for loading Quake3 BSP files using LGPL compatible (BSD) code not derived from the Q3 source. Shaders and surface parameters are not currently parsed and this feature should be considered alpha and is currently untested on PSP/iPhone. Screenshots are available on the Development Screenshots page. |
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| GLSL Parallax (height mapping) support |
| By Charles J. Cliffe,
on 23-11-2008 23:35
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GLSL Parallax shader fragment and support is now committed to SVN in the default shaders, parallax can be activated on any material by using the TEXTURE_BUMP texture layer and works best in combination with the TEXTURE_NORMAL layer type. Binormal and Tangent calculations are computed in the shader and it's compatible with the TEXTURE_ENVSPHERE environment map. The effect is rather impressive, results can be seen on the Development Screenshots page. |
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Last Updated ( Sunday, 23 November 2008 23:40 )
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| By Charles J. Cliffe,
on 13-10-2008 21:05
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The CubicVR Scene class now has a preliminary integration of GLSL-based post-processed HDR (High Dynamic Range) rendering (thanks to Philip Rideout's bloom tutorial). You can check out the progress in the development screenshots section by clicking here. |
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Last Updated ( Monday, 13 October 2008 21:45 )
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