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What's New
[3.4]
Overview
The focus of RenderWare Graphics 3.4 is to strengthen the
underlying technology and improve performance across all of the
platforms. We have also responded to many customer requests and
endeavored to develop as many of these as were practically
possible.
Exporter SDK
New for RenderWare Graphics 3.4 is the powerful Exporter Framework
that allows you to make a whole range of modifications, additions
and replacements in the art asset export process. Consisting of a
series of modular libraries and custom code hooks, you could soon
be introducing new common classes to the modelers, changing
behaviors or creating new object handlers under our plugin
architecture.
To get you started, we have provided the following four examples
of what you can do with the new SDK:
- Applying per vertex operations (e.g. custom pre lighting)
- Applying per scene graph node operations (e.g. an export object
filter)
- Applying custom export actions (e.g. a texture optimizer)
- Extending the standard exporter user interface
Animation Toolkit
We now provide a generic animation toolkit, for both
hierarchical and non-hierarchical animation. This allows you to
key-frame any parameter, as long as code has been provided to
handle it.
RpHAnim also uses the toolkit, with an HAnim interpolator being
is provided to transform e.g. rotate or translate, frames within
the hierarchy.
See Examples.
Enhancements - Art Tools
Art tools remain a key part of our development with RenderWare
Graphics, and as part of the 3.4 release they have seen many
significant improvements and enhancements that build on the solid
foundation we created in RenderWare Graphics 3.3. All in all, we
are confident that RenderWare Graphics 3.4 provides an unsurpassed
art to engine pathway for the quick and easy preparation of
game-ready assets.
Please note though, this is the second milestone in our program
of onward development of our art tools as we shall continue to
focus on enhancing the RenderWare Graphics art to engine pathway in
release 3.5 and beyond.
Pre-instancer
This is a new tool, capable of optimizing art assets for all
platforms. It converts platform-independent RenderWare Graphics
files into console-specific data. This instanced form uses a
smaller memory footprint and is ready-to-render in a game.
Artists can convert their artwork into a console-optimized form
directly from the exporters and engineers can launch a command-line
version of the tool, 'instance', which can also be incorporated
into a game production build.
The instancing step is recommended in any game production
tool-chain; the pre-instancing tool makes this process easy and
convenient.
Visualizer
We have made many enhancements to the Visualizer, ranging from UI
improvements such as platform specific metrics displays, more
efficient memory usage, enabled PVS and particles, plus improved
stability.
World Sectorization in Exporters
Artist control of the world sectorization process has been greatly
improved. We now provide nine artist-selectable partitioning
methods tuned to different scene types. Sectorization results can
now be viewed directly from with the art package and sectorization
"hints" added to influence the sectorization process.
Skin Splitter
This new toolkit supports the splitting of skinned meshes to a set
number of bones, allowing us to increase the maximum bone limits
from 64 to 256.
PVS Editor
We now provide a PVS editing tool, which comes as a standalone
application.
Tri-stripping
We have added a new 'Tunneling' algorithm resulting in significant
performance gains for all platforms.
Improved Bézier Patches on 3ds max
Advanced data exporting is now supported, e.g. smoothing groups are
now enabled. Patches also provide excellent performance due to the
automated tri-stripping, so why not investigate this alternative to
conventional mesh construction.
Build Manager (source distributions only)
RenderWare Graphics Builder
We have produced a GUI-driven build manager, to simplify SDK and
application building across all platforms.
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