<![CDATA[Kambi VRML game engine - changes log]]> http://vrmlengine.sourceforge.net/ en-us rss_generator (version 1.0-kambi1) <![CDATA[News - LGPL, SSAO demos, White Dune, more]]> Barna29 (with SSAO) Barna29 (without SSAO) Stairs (with SSAO) Stairs (without SSAO)
  • The core of our engine is now available under the GNU Lesser General Public License (with "static linking exception"). Basically, this allows using the engine in closed-source programs, as long as you keep open your improvements to the engine.

    I had a long thought before this decision, always and still being a free software fanatic :) I wrote a short summary of my thoughts, click here to read it (hidden by default, as may be boring to most people).

  • Victor Amat implemented demos of Screen Space Ambient Occlusion using our GeneratedShadowMap. The complete examples, with shaders, are available inside our x3d/shadow_maps/ directory in kambi_vrml_test_suite (SVN only right now). Many thanks!

    Be sure to test these examples with view3dscene from nightly builds, as various problems reported by Victor (related to generating shadow maps) were fixed along the way.

    Some demo screenshots are on the right. They show the same view with/and without SSAO. (The comparison is somewhat unfair, as "without SSAO" versions just have GLSL shaders turned off. But the point is that they don't have smooth shadows (occlusion)).

  • New White Dune release supports all VRML/X3D extensions of our engine. Thanks go to Joerg "MUFTI" Scheurich.

  • Documentation of our "VRML / X3D implementation status" was refactored, each X3D component has now separate page with support details. This should make it easier to read and find needed things. See the SVN documentation here.

  • Also, I noticed today that our nightly builds were down for the last 3 weeks. Sorry about that, fixed now.

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Fri, 30 Oct 2009 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2009-10-30
<![CDATA[Development news - more NURBS: interpolators, VRML 97 compatibility]]> Animating along the NURBS curve (NurbsPositionInterpolator and NurbsOrientationInterpolator) Animating along the NURBS surface (NurbsSurfaceInterpolator)

Implementation of NURBS is progressing very nicely. In addition to previously announced nodes (rendered curves and surfaces: NurbsPatchSurface and NurbsCurve), we now also handle X3D NURBS interpolators: NurbsPositionInterpolator, NurbsSurfaceInterpolator, NurbsOrientationInterpolator. Using them you can animate movement of objects and viewpoints along the NURBS curves and surfaces.

Also basic VRML 97 NURBS nodes are implemented, for compatibility.

Up-to-date documentation about supported NURBS nodes is here. Some demo scenes are inside kambi_vrml_test_suite in SVN, see e.g. nurbs_curve_interpolators.x3dv and nurbs_surface_interpolator.x3dv.

You can try the new features by using the nightly builds of view3dscene. Or, of course, you can wait for the next stable view3dscene 3.5 release — later this month.

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Mon, 07 Sep 2009 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2009-09-07
<![CDATA[Development news - NURBS basics]]> Lantern composed from NURBS patches (from web3d.org examples)

Basic support for X3D NURBS is implemented. NurbsPatchSurface and NurbsCurve nodes are handled following X3D specification.

As a background info: the core of our NURBS implementation (nurbs unit) is adapted from the White_dune source code. (Licensed on GPL >= 2, just like our engine, so no problem here.)

For the next engine release, this NURBS support will be extended. I would like to cover X3D NURBS component up to level 2 and also implement most important VRML 97 NURBS nodes for compatibility (they are similar but a little incompatible to X3D ones).

For now, you can try the new features by using the nightly builds of view3dscene.

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Sat, 05 Sep 2009 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2009-09-05
<![CDATA[view3dscene 3.4 release - advanced texturing]]> Shadow maps Water reflections by optimized GeneratedCubeMapTexture Teapot with cube map reflections

view3dscene 3.4 is released! The codename of this release should be "Everything you wanted to know about textures", as most of the new features deal with X3D advanced texturing nodes.

  • When using single texturing, you can set environment mode to replace (default is modulate).

  • KambiScript functions to operate on string characters: "character_from_code", overloaded "array_set", "array_get", "array_get_count", "array_set_count" for strings.

  • As usual, along with view3dscene release, we also release accompanying Kambi VRML engine (version 1.8.0) for developers. Released binaries are compiled with FPC 2.2.4, sources can also be compiled with FPC from trunk (tested on 2009-08-21). I also provide binaries for Linux/x86_64 (not only 32-bit Linux/i386), as I see a demand for it.

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Wed, 26 Aug 2009 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2009-08-26
<![CDATA[News from SVN - RenderedTexture node, Viewpoint.camera*Matrix events, and more]]> RenderedTexture demo

New features in SVN:

Still no official release, but view3dscene 3.4 should be released Really Soon :) For now you can try new features by using the nightly builds.

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Thu, 13 Aug 2009 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2009-08-13
<![CDATA[News from SVN - 3D textures, shadow maps, hardware occlusion query and more]]> Shadow maps Fog from 3D noise Demo how anisotropic filtering helps Occlusion query optimizing city view Water reflections by optimized GeneratedCubeMapTexture

New features implemented last month in our engine:

  • 3D textures (full support for X3D Texturing3D component). In particular, ImageTexture3D supports 3D textures in DDS format.
  • New extensions to easily make projective texturing and shadow maps within your VRML/X3D worlds.
  • Anisotropic texture filtering (by standard X3D TextureProperties.anisotropicDegree field).
  • Hardware occlusion query may be activated for rendering, this can speed browsing large scenes enormously. Implemented both the basic method (see GPU Gems 1, Chapter 29) and more involved algorithm Coherent Hierarchical Culling (see GPU Gems 2, Chapter 6). view3dscene has menu options (View -> ... Occlusion Query) to try it all.
  • And many other things: fixes and optimizations for GeneratedCubeMapTexture, glViewImage improvements (you no longer have to open files from command-line), S3TC compressed textures (from DDS; usable as textures, also viewable in glViewImage), sorting transparent shapes (for better blending), exit shortcut for view3dscene is Ctrl+W (escape was too error-prone).

For the brave: you can test these features already by trying the nightly builds (or grabbing source code from SVN and compiling yourself, of course).

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Tue, 05 May 2009 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2009-05-05
<![CDATA[News from SVN — X3D multi-texturing, cube maps and more]]> Teapot with cube map reflections

Hi! I didn't post a message here since some time, but rest assured that the development of next engine version continues :) Things already implemented in the SVN include:

  • X3D multi-texturing.
  • X3D cube map nodes.
  • This also means that DDS file format (for ImageCubeMapTexture) is implemented (both reading and writing, you can even use glViewImage as a simple DDS editor).
  • This includes generating textures on the fly (for GeneratedCubeMapTexture).
  • As extensions, I added texture generation modes "WORLDSPACEREFLECTIONVECTOR" and "WORLDSPACENORMAL" (analogous to X3D standard modes in CAMERA space) to make simulating real reflections trivial.
  • There is also quite cool new feature in view3dscene to catch a "screenshot" of 3D world around you as a cube map (DDS, or six separate normal images).
  • Passing almost all possible VRML types to GLSL shaders is implemented.
  • ..and a lot of other cool features are already implemented :)

The plan for the next release (view3dscene 3.4, engine 1.8) is to polish implementation of all above (yes, there are some known problems, also GeneratedCubeMapTexture implementation is severely unoptimal now), and add related texturing and GLSL features:

  • 3D texturing (that's easy since we already have DDS).
  • Basic implementation of RenderedTexture from InstantReality (that's easy since it's internally simpler than GeneratedCubeMapTexture).
  • Finish GLSL stuff by supporting X3D attributes nodes.

For the impatient: nightly builds of vrmlengine binaries (including view3dscene) are available. They are build automatically every night using current SVN code. Use at your own risk, of course — they do contain some known bugs. For now, they are made for Linux and Windows (32-bit).

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Fri, 10 Apr 2009 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2009-04-10
<![CDATA[Dynamic Ambient Occlusion, Shadow Fields demos in the engine sources]]> Chinchilla with Dynamic Ambient Occlusion Chinchilla elements used for Dynamic Ambient Occlusion Peach with Dynamic Ambient Occlusion Shadow Fields screenshot 1 Shadow Fields screenshot 2 Shadow Fields screenshot 3

This week I implemented a demo of Dynamic Ambient Occlusion using our engine.

In related news, last month I also implemented a demo of Shadow Fields. (I forgot to brag about it earlier, so I'm doing it now :) ).

An extremely short summary: both techniques strive to make low-frequency soft shadows (in other words, the kind of shadows you usually see in the Real World) in dynamic 3D environment.

For now, they are just implemented as demos, and are not easily available for non-programmers. You have to actually get the source and compile some example programs to try out this stuff. (Although I think I'll make at least dynamic ambient occlusion available as an easy option inside view3dscene in the future.) The full source code, and example models, are available in SVN, naturally. Simple instructions:

$ svn checkout https://vrmlengine.svn.sourceforge.net/svnroot/vrmlengine/trunk/kambi_vrml_game_engine/

$ cd kambi_vrml_game_engine/3dmodels.gl/examples/shadow_fields
$ ./shadow_fields_compile.sh
$ ./shadow_fields

$ cd ../dynamic_ambient_occlusion
$ ./dynamic_ambient_occlusion_compile.sh
$ ./dynamic_ambient_occlusion models/peach.wrl.gz

There are more sample models in the models subdirectories, and you can test both demos with your own models. Both techniques require highly-tesselated models to make shadows look nice. Shadow fields require preprocessing by included precompute_shadow_field program. Dynamic ambient occlusion doesn't require any preprocessing, but it requires really good GPU (it does ~thousands of texture fetches per pixel in GLSL fragment shader). You can find a lot of notes and links in the README files inside the source directories.

Have fun!

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Sat, 24 Jan 2009 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2009-01-24
<![CDATA[view3dscene 3.3, engine 1.7 release: LOD, Collision.proxy, and more]]> view3dscene 3.3 is released, just a mixture of various new features, optimizations and fixes. Traditionally, underlying Kambi VRML game engine 1.7.0 is released along. Changes:

Apple model with various levels of detail

Arch Linux users may now install view3dscene from SVN easily by view3dscene Arch Linux package. Thanks to Antonio Bonifati! ]]> Sat, 03 Jan 2009 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2009-01-03 <![CDATA[view3dscene 3.2, engine 1.6 release: collisions in dynamic worlds]]> view3dscene 3.2 is released, with a lot of improvements and optimizations for dynamic VRML/X3D worlds. As usual, this is accompanied by underlying Kambi VRML game engine 1.6.0 release. Major changes:

  • Our spatial data structure has undergone serious rework, which in English means that your whole scene can be now much more dynamic. Everything can move and transform, and things will work smoothly and fast. All collision detection routines will "see" the most current scene state, which means that you can e.g. click on moving targets, and you will fall down if a hole opens under your feet, and generally you can interact with every dynamic part of your scene without problems.

    I prepared a video showing a simple dynamic world written in X3D and played with view3dscene, see it on the right. The video is only a poor substitute for actually running and playing with this yourself, feeling the smoothness of all editing (the poor framerate of the video is only because of the capturing process...). So after downloading view3dscene, you're welcome to also download this demo dynamic_world.x3dv (or just grab it along with the rest of Kambi VRML test suite) and open it. It shows how you can edit the world by KambiScript, how changing transformations works fast, and how it all cooperates with collision detection — whatever scene you will build, your avatar will move honoring collision detection.

  • Changing Switch.whichChoice is greatly optimized. Previously this was very costly operation, now it's instantaneous (almost no work is required). Many other optimizations were done for dynamic worlds, including faster Transform traversing, faster sensor's enabled switching, more reliable starting of time-dependent nodes and many more.

    Thanks to De-Panther for pushing me to implement a lot of these features!

  • Dynamic shadows screenshot

    Dynamic shadows support is greatly improved, finally view3dscene can render with shadows, honoring our shadow's extensions. We also have new shadowCaster extension. Oh, and shadows rendering with transparent objects is fixed. Just try the file x3d/kambi_extensions/shadows_dynamic.x3dv from Kambi VRML test suite in new view3dscene.

    view3dscene has now view mode Fill Mode -> Silhouette and Border Edges, this is very handy for checking whether your models are correctly manifold (this is important for shadow volumes).

  • ProximitySensor.orientation_changed, X3DSequencerNode, BooleanSequencer, IntegerSequencer implemented.

    alphaChannel extension field added to all texture nodes.

  • Bugfix for open file dialog under GTK 2.14 (like Ubuntu 8.10). Thanks to Graham Seed for reporting.

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Thu, 18 Dec 2008 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2008-12-18
<![CDATA[Precomputed Radiance Transfer using our engine]]> Normal OpenGL lighting Rendering with simple ambient occlusion Precomputed Radiance Transfer

I implemented a demo of Precomputed Radiance Transfer using our engine.

In a few words, this is a technique to make very cool self-shadowing by soft shadows under dynamic lighting. (Actually it's possible to go much further, see the papers about PRT linked from my README). You can see the screenshots on the right: 1st shows normal OpenGL lighting (without PRT), 2nd shows the simple ambient occlusion per-vertex (this is, in some sense, a special case of PRT), and the 3rd screenshot shows PRT technique in all it's glory.

The full source code is available, naturally. Simple instructions:

$ svn checkout https://vrmlengine.svn.sourceforge.net/svnroot/vrmlengine/trunk/kambi_vrml_game_engine/
$ cd kambi_vrml_game_engine/3dmodels.gl/examples/radiance_transfer
$ ./radiance_transfer_compile.sh
$ ./radiance_transfer models/chinchilla_with_prt.wrl.gz

Inside that directory there are also other models ready to test with PRT. There's also precompute_radiance_transfer to process any 3D model (readable by my engine — VRML, X3D, 3DS, Wavefront, Collada...) into a VRML model that can be displayed using radiance_transfer with PRT effects. There's also show_sh program to view 25 first spherical harmonics (this will be useful if you'll want to understand how PRT works :) ).]]> Sun, 09 Nov 2008 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2008-11-09 <![CDATA[view3dscene 3.1, engine 1.5 release: Scripting, VRML browser components, and more]]> view3dscene 3.1.0 release, along with underlying Kambi VRML game engine 1.5.0 release. Most notable improvements are:
Simple game implemented in pure X3D with KambiScript
Particle engine programmed in pure X3D with KambiScript
Texture editor (pure X3D with KambiScript)

  • Scripting in KambiScript language. KambiScript is a simple scripting language, invented specially for our engine. It's powerful enough for many tasks, you can process all VRML data types with it (including vectors, matrices, arrays, images).

    Screenshots on the right show example uses of KambiScript. Endless possibilities are available now for VRML authors, you can write complete interactive 3D games and run them with view3dscene (or any other VRML browser using our engine). Kambi VRML test suite 2.3.0 contains source VRML files with KambiScript tests (see x3d/kambi_extensions/kambi_script_* in there, like kambi_script_ball_game.x3dv or kambi_script_particles.x3dv), you can simply open them in view3dscene.

  • Animating camera by animating Viewpoint position (or it's transformation) works.

  • Various navigation improvements for scripted worlds: NavigationInfo.type = "NONE" and NavigationInfo.speed = 0 cases are supported. They are useful when you implement whole navigation yourself, by KeySensor and scripting.

    Also view3dscene key shortcuts changed, to allow easily avoiding collisions with keys that you handle through KeySensor and scripting. All menu shortcuts are now with Ctrl modifier (for example, previously you switched collision detection with C, now you have to press Ctrl+C).

  • For programmers using our engine, we have VRML browser components. Two flavors: TGLWindowVRMLBrowser (a descendant of our TGLWindow) and, for Lazarus LCL, TKamVRMLBrowser (a descendant of TOpenGLControl). Using them is trivial, just drop TKamVRMLBrowser on the form and call it's Load method — whole rendering and navigation will automatically work. Other Lazarus packages fixes were made, to make them more easily usable. Thanks to De-Panther for pushing me to implement this :)

  • Script protocol "compiled:" is implemented, to easily link VRML scripts with compiled-in (written in ObjectPascal) handlers.

  • Other improvements: using quaternions for EXAMINE navigation, simple nodes Circle2D, TextureTransformMatrix3D, TextureTransform3D, MultiTextureTransform.

Plans for the next release: first of all octree updating problems will be solved. Right now they are a weak point of our engine — animating geometry by VRML events is unnecessarily time-consuming when collision detection has to be up-to-date. Also more rendering optimizations for animating by VRML events will be done (optimize case when you often change Switch choice, automatically detect when roSeparateShapeStates / ...NoTransform / roNone is suitable).

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Wed, 15 Oct 2008 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2008-10-15
<![CDATA[view3dscene 3.0 release: X3D, events, MovieTexture, and more]]> I'm pleased to present the new, shiny view3dscene 3.0 release, with a lot of new VRML/X3D features implemented. Also underlying Kambi VRML game engine 1.4.0 is released and some other programs here get minor updates.

New features of the engine and view3dscene:

ProximitySensor in action
Animation (IkeaBeadToy model from www.web3d examples)
  • X3D support (both XML and classic encoding). Our VRML implementation status page has detailed information about supported features.

  • Events mechanism (routes, exposed events, sensors, interpolators etc.) is implemented. This allows you to define interactions and animations of 3D world within a single VRML/X3D file, as envisioned in the specifications.

    Four basic sensors are implemented now: TimeSensor, TouchSensor, KeySensor and ProximitySensor. Also Anchor is "clickable" now. For now you have to be in Walk mode with Collision Checking enabled to have picking (TouchSensor, Anchor) working.

    Linear interpolators are also implemented. Some "event utilities" nodes are implemented (including useful Logger node from Avalon extensions). Events to work with bindable nodes (Background, Fog and such) work. Routing events to GLSL shaders uniform variables works perfectly.. Events to control behavior of Inline (and InlineLoadControl for VRML 97) work too. Prototypes and external prototypes also work 100% with events according to specification, so you can pass events to/from prototypes. New Kambi VRML test suite 2.2.0 has some simple demos of our events implementation.

  • MovieTexture is handled, with very useful extension to load movie from a sequence of images (with possible alpha channel), this is great for pre-rendered animations of flames, smoke etc. Normal movie formats are also handled if ffmpeg is installed and available on $PATH.

  • Recording movies from view3dscene is possible. This allows recording 3D animations to a movie file (with perfect quality, as opposed to using independent programs that capture OpenGL output).

  • "view3dscene" as nautilus thumbnailer GNOME users will be happy to hear that view3dscene can be easily used as nautilus thumbnailer, so you can see thumbnails of your VRML / X3D and other 3D model files.

  • Many other features, including

  • "The Castle" 0.8.2 release also deserves mention, as it fixes support for OpenAL Soft implementation (available on newer Linux distros). It also allows creators of future levels and creatures to use X3D, animating with standard VRML/X3D interpolators, defining level interactions by VRML events etc.

Have fun! You may also enjoy reading an interview with me about our VRML engine on Hiperia3D News (regards go to Jordi R. Cardona!).

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Fri, 12 Sep 2008 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2008-09-12
<![CDATA[VRML / X3D events and routes implemented]]> Laetitia Sprints by X3D TimeSensor + CoordinateInterpolator An extremely important feature of VRML / X3D is finally implemented: routes and events mechanism works. This means that you can express animations and interactions within single VRML / X3D file, like envisioned in the specifications.

We have 2 sensor nodes working already (TimeSensor and KeySensor), 7 linear interpolator nodes, and 5 event utilities nodes (including Avalon Logger node, a useful debugger for events). All exposed fields of other nodes also work, obviously. This is all available only in SVN for now. When I get back from vacation (at the end of August) this work will be continued (many other sensors are easy to implement now, and some existing code should be cleaned and optimized) and it will all be released as view3dscene 3.0.

As a demo, see the 6-second movie on the right. It shows animation in X3D done by routing TimeSensor to CoordinateInterpolator to IndexedFaceSet. The model is "Laetitia Sprints" from web3d.org examples.

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Fri, 15 Aug 2008 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2008-08-15
<![CDATA[News - white_dune, X3D, movie textures, engine icon]]>
  • White dune, free software VRML 97 modeler, can export normal VRML animations (expressed in terms of VRML interpolators) to our Kanim (Kambi animations) file format and it supports our extension nodes and fields (run with -kambi command-line option, or use "Start next time with kambi support" menu item). Thousand thanks for Joerg "MUFTI" Scheurich!

  • Among the many new features already implemented in SVN are:

    • Reading X3D files, with all 40 X3D components, in both XML and classic VRML encodings, is implemented.

      Besides all features from VRML 2.0, many X3D-specific features are already supported, like geometric primitives [Indexed][Triangle/Quad][Fan/Strip]Set (8 nodes total). Rendering internals were reorganized into much smarter hierarchy, to handle these new X3D nodes as well as IndexedFaceSet and other VRML 97 and 1.0 nodes implemented since a long time.

    • Extrusion node handling.

    • New extensions, like BlendMode node (a subset of Avalon BlendMode node) and KambiInline (an Inline that can somewhat process the inlined content).

    • Texture department: Textures with full alpha channel are now nicely rendered with blending (and textures will simple alpha channel are still detected and rendered faster by alpha_test). Moreover, MovieTexture node is now handled (movie can be read from image sequences, like image%d.png, and from normal movie formats thanks to ffmpeg). As a demo, see the flames animation on the right. (You can also download AVI version with perfect quality.)

    • Flames movie above was not only played in our view3dscene, it was also recorded directly by view3dscene. That's right: Screenshot options were much improved, it's now possible to capture animation as a movie file (with perfect quality, as opposed to using independent programs that capture OpenGL output).

      "view3dscene" as nautilus thumbnailer GNOME users will be happy to hear that view3dscene can be easily used as nautilus thumbnailer, so you can see thumbnails of your VRML / X3D and other 3D model files (see the screenshot).

  • We have an icon for our engine and view3dscene. Next view3dscene release will be nicely integrated with GNOME (and other desktops that support relevant freedesktop specs). You can already appreciate engine icon at the top corner of our main page. Thanks to Kasia Obrycka for icon improvements!

    ]]> Tue, 15 Jul 2008 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2008-07-15 <![CDATA[Demo movies]]> three demo movies showing off my engine. Feast your eyes on!

    In related news, development of the engine goes on. Some of the latest improvements include

    • X3D XML handling. Next release will include support for X3D (both XML and classic encoding) for all programs.
    • File filters in open/save dialogs. In GTK 2 (by GtkFileChooserDialog) and Windows (WinAPI) backends.
    • Passing kambi_time to GLSL shaders, allowing shaders to perform various beautiful animations.
    ]]>
    Fri, 09 May 2008 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2008-05-09
    <![CDATA[Engine 1.3.1 release (Lazarus packages fixed)]]> engine version 1.3.1: fixed Lazarus packages compilation, for developers that want to use our engine with Lazarus.]]> Mon, 25 Feb 2008 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2008-02-25 <![CDATA[Engine 1.3.0 release, view3dscene 2.4.0, castle 0.8.1, many other releases]]> Released engine version 1.3.0, view3dscene 2.4.0 and castle 0.8.1. Many long-awaited graphic features implemented:

    • Bump mapping: VRML renderer allows bump mapping. Various bump mapping methods are implemented (best method is auto-detected and used at runtime): dot by multitexturing (not normalized and normalized by cube map), dot by GLSL (optionally with parallax mapping, optionally with steep parallax mapping and self-shadowing).

      view3dscene allows to easily turn on bump mapping, assuming model specifies normal maps.
      castle uses bump mapping, for now only on the "fountain" level.

      For programmers: see also kambi_vrml_game_engine/3dmodels.gl/examples/bump_mapping demo in engine sources, it demonstrates emboss, dot and all other bump mapping methods built in VRML engine. Also my notes about emboss and dot (by multitexturing) bump mapping methods may be interesting: see bump_mapping/README.

    • GLSL shaders support: engine supports easily using ARB vertex / fragment programs (assembly shaders) and GLSL.

      You can also directly specify GLSL shaders inside VRML file, which is a great feature for VRML authors. Syntax of shaders in VRML follows X3D specification.

      view3dscene allows to control GLSL shaders and even simply assign GLSL shaders (check out Edit -> Simply assign GLSL shader to all objects menu item), so you can test your shaders with any 3D model.

      For programmers: you may find useful my notes about shading languages in shading_langs_demo/README.

    • Anti-aliasing available (if multisampling is supported by graphic card). view3dscene has comfortable menu File -> Startup Preferences -> Anti aliasing and also a command-line option --anti-alias to control this, castle has comfortable menu item in Video options.

    • Collada model format basic support (1.3.x and 1.4.x) added to the engine (view3dscene and everything else open Collada files, just like any other model format; you can also convert Collada files to VRML 2.0).

    • Wavefront OBJ format handling improved (we handle normal vectors, materials, textures).

    • Examine mode allows to rotate and move the scene by mouse dragging. This is more intuitive and sometimes comfortable. This feature is mostly noticeable in view3dscene, although some example programs in engine demos also use such examine mode and also benefit from this.

    Besides improvements above, some improvements specific to view3dscene:

    • --screenshot command-line option, requested a few times, to take screenshots of the scene in batch mode.
    • Various fill modes. Previously only normal and wireframe were available, now we have a couple more, like solid wireframe and silhouette. Keys changed ("w" key no longer works, "f" key changes fill mode instead of fog state).

    Also our Blender VRML 97 exporter script improved: set solid / set smooth / autosmooth / autosmooth degrees settings from Blender are correctly exported to VRML file (as creasteAngle field).

    Other most notable internal engine changes:

    • I dropped my custom OpenGLh binding in favor of using GL, GLU, GLExt units from FPC. Full story: OpenGLh was developed when FPC had no usable OpenGL binding unit (neither had Delphi)... Times have changed, and current GL, GLU, GLExt units are usable, and (partially thanks to my patches, quite a few :) ) they work good and support OpenGL 2.0 functions. (While OpenGLh was on the level of GL 1.2 + many extensions).
    • Among many new demo programs, there's also kambi_vrml_game_engine/3dmodels.gl/examples/plane_mirror_and_shadow.pasprogram to test plane-projected shadows and plane mirrors. Plane-projected shadows is only for simple demo (we have implemented shadow volumes, thousand times better algorithm, after all), but plane mirrors will be implemented in the future in the VRML engine (using "mirror" Material field automatically).

    Other releases: Kambi VRML test suite 2.1.0 has many new tests/demos for new features (bump mapping, GLSL, Collada format). Also released: rayhunter 1.2.2, lets_take_a_walk 1.2.1, malfunction 1.2.4, kambi_lines 1.1.4, glplotter 1.2.1, glViewImage 1.2.2, bezier_curves 1.1.6, glcaps 1.1.2, mainly to bring them up-to-date with current engine state.

    ]]>
    Tue, 19 Feb 2008 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2008-02-19
    <![CDATA[castle 0.8.0, view3dscene 2.3.0 released]]> "The Castle" 0.8.0 released:
    • New demo level: the fountain, done in pure VRML 2.0 format (no more VRML 1.0). Shadows for whole level are generated dynamically. In the next release, this level is supposed to be augmented with some eye candy graphical effects, for now enjoy VRML 2.0 and shadows :)

    • Shadows improvements (see also new chapter in documentation about shadows) :

      • First of all, z-fail implemented and proper detection when z-fail is needed implemented, so faster z-pass is used when possible. "The Castle" shows (toggle with Tab, just like for FPS) number of shadows qualified as z-pass, z-fail, z-fail with light cap needed etc.
      • Shadow volumes silhouette optimization improved: now models don't have to be perfect manifold to use this. See kambi_vrml_game_engine/3dmodels.gl/examples/shadow_volume_test/ demo, in particular the shadow_volume_test_ball_with_tentacles.sh example.
      • Much better frustum culling for shadows.
    • Arrows are affected by gravity, and underwater "sick" projection effect, thanks to Grzegorz Hermanowicz (herrmannek).

    • Numerous memory and speed optimizations to load VRML models and animations faster and better (thanks to valgrind (callgrind, massif)). Also in "The Castle" there's new Conserve memory feature (this basically means that only creature animations needed for current level are kept in memory), turned on by default.

      So "Loading creatures" is much less resource consuming. And finally pretty much all Radeon issues are fixed now.

    • Fixed hang (actually, a really really long delay) when closing sound device on Linux (actually, with OpenAL sample implementation).
    • Demo levels are available directly from "New game" menu now.
    • Nicer credits screen.

    view3dscene 2.3.0 released:

    • Prototypes (both PROTO and EXTERNPROTO) VRML 2.0 feature is fully implemented now !
    • VRML 2.0 lights are correctly handled (DirectionalLight affects every sibling, positional lights affect whole scene taking radius into account).
    • ROUTE constructs of VRML 2.0 are parsed now. Although they still don't actually do anything. So at least scenes using routes are partially handled (routes are simply ignored), instead of just producing an error.
    • Default blending dest factor for view3dscene is GL_ONE_MINUS_SRC_ALPHA, since this is expected by most VRML authors.
    • VRML files compressed by gzip are handled OK even if they have normal .wrl extension.
    • --write-to-vrml fixed
    • Handling of colors (color, colorPerVertex, colorIndex) for IndexedFaceSet and IndexedLineSet done.
    • NavigationInfo.speed is now handled correctly (it sets speed per second)
    • Text3D extension.

    Kambi VRML game engine 1.2.0 released. Most features mentioned above for view3dscene and castle (shadows, optimizations, all VRML 2.0 features) are actually implemented in the engine, and other programs only use them. Additionally, some more internal features not mentioned above:

    • Engine is ported and works flawlessly on x86-64 on Linux. No more only 32-bit :) Also, it's partially ported to Windows x84-64 (tested compilation with cross compiler, no actual run tests).

      This also results in the change of archive binary names: they all get i386 after their name, eventually I may release precompiled versions for x86-64 too.

    • GLWindow allows to change cursor shape.

    • Everything is compiled using new FPC 2.2.0.

    Kambi VRML test suite 2.0.0 released: many new tests to test new features (protos, external protos, colors, light scope, running path to test NavigationInfo.speed, 3d text), some important VRML 1.0 tests ported to VRML 2.0 too (castle, relative_names, texture_test, house behind the glass).

    Blender VRML stuff page added, with improved VRML 2.0 exporter and kanim exporter.

    Updated version of VRML engine documentation is available, with a chapter about shadows implementation.

    ]]>
    Sat, 17 Nov 2007 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2007-11-17
    <![CDATA[glplotter 1.2.0 and view3dscene 2.2.1 released]]>
  • glplotter 1.2.0 and gen_function 1.0.2 released: glplotter GUI greatly improved: Open/Add menu items to open graphs from files and to generate graphs from function expressions. This means that now you don't have to specify graphs at command-line, and now you don't have to write pipes with gen_function. Also documentation and some options translated finally to English.
  • view3dscene 2.2.1 released: bug fix release. Fixed crash when removing geometry node from VRML 2.0 hierarchy. Fixed jagged animation when world time was really large (usually occurs when "on display" time pass was really large for some time). Fixed messing the gravity "up" vector when reopening the scene.
  • Kambi VRML game engine 1.1.1 released: changes needed by view3dscene and glplotter above.
  • RSS feed listing all changes is available now. SouceForge already made RSS feeds for our project, but they didn't allow me HTML code there, and HTML links are simply useful for my changes_log messages.
  • ]]>
    Thu, 06 Sep 2007 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2007-09-06
    <![CDATA[view3dscene 2.2.0 and related releases]]>
  • view3dscene 2.2.0 release: view3dscene can display animations now (for now in Kanim (Kambi VRML engine animations) format and MD3).
  • Kambi VRML test suite 1.1.0 release: many kanim demos added.
  • Kambi VRML game engine 1.1.0 release: many changes, for animations in view3dscene, also GLMenu and GameSoundEngine units added (some "The Castle" code improved and moved to a generally-usefull units area), bugfixes to MD3 texture handling.
  • ]]>
    Sat, 25 Aug 2007 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2007-08-25
    <![CDATA[Move to SourceForge finished]]> The move of Kambi VRML game engine project to SourceForge is finished ! In fact, if you're reading this text, then you already view our page as hosted on SourceForge.

    Being on SourceForge gives us many new features, most important ones: file downloads use all the power and speed of SF mirrors, development is done inside publicly visible SVN repository, we have a public vrmlengine-main mailing list, we have trackers for bugs, feature requests, patches, there's RSS feed to monitor new releases.

    ]]>
    Wed, 25 Jul 2007 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2007-07-25
    <![CDATA[Moving to SourceForge: using SF download system]]> Download links for most VRML stuff on this page direct to SourceForge file release system now. This is another step in moving to vrmlengine on SourceForge.

    Also, some things now get version numbers: Kambi VRML game engine (1.0.0), Kambi VRML test suite (1.0.0).

    ]]>
    Mon, 23 Jul 2007 12:00:00 +0000 http://vrmlengine.sourceforge.net/ 2007-07-23