We’ve moved the third-party libs and headers out of SVN and they are now available as separate downloads for core N2 and Mangalore. There are individual downloads for versions 7.1 and 8.0 of Visual Studio. Many, many thanks to Pangu/johndotsmith for doing the work on that.
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We are now using Subversion on Sourceforge instead of CVS. To get the latest Nebula2 code you will need a Subversion client. Read the Sourceforge docs for more info.
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The latest code from Radon Labs (as used in version 2.0 of their Maya toolkit) has been merged into the CVS version of Nebula2. This code has many new additions, including:
- Radon Lab’s data-driven generic game framework, Mangalore.
- New graphics code and updated shader system.
- Support for occlusion queries.
- New particle system, Particle2.
- Multilayernode for doing texture blending on terrains.
- SQLite support.
- and more…
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The Nebula2 Toolkit for Maya® version 2.0 is available!
The Nebula2 Toolkit 2.0 for Maya® is an exporter plugin for Maya®, optimized for quick turnarounds and fast engine export for the Leading Open Source Game Engine Nebula2.
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A post to the bugs database points out that the June installer release is missing the data files that the nApplicationIntro tutorial uses. Those files are available in the CVS. Apologies to anyone who’s had problems because of this.
Johannes posted a link to an interesting research project into artificial actors. They are using Nebula2 to develop realtime skin shaders. There’s a demo for download and a paper in English and German on their site.
Hot on the heels of Bruce’s post is news of another Nebula2 release. The site’s in German so, like Swedish porn, I can’t understand what’s being said but the screen shots look pretty. Go have a look and tell us what it is all about.
Radon Labs has released Sportfischen Professional in the German market. The game uses Nebula2 with DirectX 9 shaders, including water rendering effects.
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A lot of you will have already seen this because the Tragnarion folks are always posting to the Nebula2 mailing list but if you haven’t… Check out Tragnarion Studios’ web site for information and screen shots on their very good looking Nebula2 based project.
The Doxygen and HTML Help Compiler integration has been improved, dialogs will now pop up to display output from these applications and you’ll be able to abort them if the need arises.
I’ve also added support for transitive dependencies. Here’s how it worked previously. Let’s say you have a target A that depends on targets B, C and D (you specify this using settargetdeps in the definition of target A). If you then add target A to a workspace, you’d have to add targets B, C and D to the workspace as well, this tended to be rather tedious. Now the build system will automatically add targets B, C and D to the workspace - saving you the effort of digging through build files trying to find all the dependencies. You still have the ability to add B, C and D to the workspace explicitely if you want and existing .bld files will still work.