CopperCube Game Engine 5.7 released!

[url=store.steampowered.com/app/364970]CopperCube Game Engine 5.7[/url] is now available. [img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8629550/85ac4edeb057321b623fa1429d645f947c8f86a6.jpg[/img] This free updates includes a handful of new features: [h1]Realtime Shadows Support[/h1] CopperCube can now draw dynamic shadows, by using shadow maps. This works nicely for outdoor scenes: Put a directional light into your scene and activate the "realtime shadows" checkbox of the root scene object. [img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8629550/039aadddc52f0c51b2b365b251bdb21f3f7cb1e0.jpg[/img] You can have both static lighting (light maps), dynamic lighting (shadow maps) and no lighting (white) for objects in the same scene. The technique used is pretty fast and also works nicely in WebGL on websites: [img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8629550/fe18f4d49188beaf2d6d841425c9be4778d58554.gif[/img] It is possible to select manually which object should cast shadows and which should not. There are also a few parameters which can influence the look of this. There is a new tutorial showing how all this works. Limitations: This works only for Windows .exe target with Direct3D and for the WebGL target. Only one, namely a directional light source is supported for shadow casting. (You can also add other light sources of course, but they won't cast shadows) [h1]Big game support and dynamic level loading[/h1] The Windows target now supports a new window mode which is known as "borderless windowed" or "dynamic" mode. It has a few advantages: If your game uses a lot of data like textures / sounds / scenes etc, CopperCube now makes it easy to do this as well: You can now dynamically load levels and scenes at runtime. There is now a scripting function named 'ccbSwitchToCCBFile()', which when invoked will wipe the memory and load/start that new file. This makes it possible to split your game up easily into multiple files. Works for Windows .exe and MacOS apps. [img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8629550/fd6bf4952490840250050823f4668bf1e6141682.png[/img] [h1]Simplified uploading games to Android Play Store[/h1] If you are using a newer Android SDK, your CopperCube generated Android game can be uploaded again directly to the store without the need to manually zip-align it. Background: Google moved the zipalign tool location in newer SDKs to another location. CopperCube now detects this. [img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8629550/7127630d16c37aeee8ca1ba09d75b22488cf1b60.png[/img] Additionally, CopperCube is now also compatible with Android Studio. [h1]D3D Runtime detection[/h1] The editor will now detect missing installed DirectX runtimes and provide a download link to install them. [h1]Floating point render targets[/h1] C++ code (windows.exe / mac os x): Floating point render to texture formats are now supported [h1]Saving textures[/h1] You can now save textures to disk using the new scripting function ccbSaveTexture(). This is for example useful when using the built-in 3d model texture packer, and you want to export the model or texture. You can also save textures directly in the editor by right-clicking the texture and choosing "save as...". [img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8629550/325667a00648a49cc8fdc2844977f30b13e95411.jpg[/img] [h1]other, smaller new features and bug fixes:[/h1] [list][*] The default Android update mode is now 'every frame' instead of 'when scene changed', resulting in a more smooth gameplay. Also, this will reduce the 'stuttering' which some people noticed on faster Android devices. [*] The editor now uses some bigger default window sizes when run on bigger screens [*] Windows .exe Apps no longer store their variables in the "CopperCubeApp" folder in the registry, but in a folder named after the application name. [*] The engine now uses less memory when run on Windows / Mac OS [*] WebGL: Replaced local files warning with updated information (the "allow-file-access-from-files" flag doesn't work anymore with Chrome) [*] Fixed a bug causing dynamic point lights not to rendered correcty sometimes when there was a directional light active as well [*] Improved polish translation [*] Fixed a problem when using the "Restart scene" action which caused memory to leak. [*] Resetting a behavior now using the "Reset" action causes the FPS camera and keyboard controlled camera also to reset their keyboard states. [/list]